コード例 #1
0
        // This updates this virtual the sector and neightbours if needed
        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;
                        }
                    }
                }
            }

            isupdating = false;
        }
コード例 #2
0
        // Insert middle texture
        public virtual void OnInsert()
        {
            // No middle texture yet?
            if (!Sidedef.MiddleRequired() && (string.IsNullOrEmpty(Sidedef.MiddleTexture) || (Sidedef.MiddleTexture[0] == '-')))
            {
                // Make it now
                mode.CreateUndo("Create middle texture");
                mode.SetActionResult("Created middle texture.");
                General.Settings.FindDefaultDrawSettings();
                Sidedef.SetTextureMid(General.Settings.DefaultTexture);

                // Update
                Sector.Changed = true;

                // Other side as well
                if (string.IsNullOrEmpty(Sidedef.Other.MiddleTexture) || (Sidedef.Other.MiddleTexture[0] == '-'))
                {
                    Sidedef.Other.SetTextureMid(General.Settings.DefaultTexture);

                    // Update
                    VisualSector othersector = mode.GetVisualSector(Sidedef.Other.Sector);
                    if (othersector is BaseVisualSector)
                    {
                        (othersector as BaseVisualSector).Changed = true;
                    }
                }
            }
        }
コード例 #3
0
        // This resets this sector data and all sectors that require updating after me
        public void Reset()
        {
            if (isupdating)
            {
                return;
            }

            isupdating = true;

            // This is set to false so that this sector is rebuilt the next time it is needed!
            updated = false;

            // The visual sector associated is now outdated
            if (mode.VisualSectorExists(sector))
            {
                BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector);
                vs.UpdateSectorGeometry(false);
            }

            // Also reset the sectors that depend on this sector
            foreach (KeyValuePair <Sector, bool> s in updatesectors)
            {
                SectorData sd = mode.GetSectorData(s.Key);
                sd.Reset();
            }

            isupdating = false;
        }
コード例 #4
0
ファイル: BaseVisualThing.cs プロジェクト: volte/doombuilderx
        // Raise/lower thing
        public virtual 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, (float)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;
            }
        }
コード例 #5
0
        public static void ApplySlope(SectorLevel level, Plane plane, BaseVisualMode mode)
        {
            bool applytoceiling = false;

            Vector2D center = new Vector2D(level.sector.BBox.X + level.sector.BBox.Width / 2,
                                           level.sector.BBox.Y + level.sector.BBox.Height / 2);

            if (level.extrafloor)
            {
                // The top side of 3D floors is the ceiling of the sector, but it's a "floor" in UDB, so the
                // ceiling of the control sector has to be modified
                if (level.type == SectorLevelType.Floor)
                {
                    applytoceiling = true;
                }
            }
            else
            {
                if (level.type == SectorLevelType.Ceiling)
                {
                    applytoceiling = true;
                }
            }

            if (applytoceiling)
            {
                Plane downplane = plane.GetInverted();
                level.sector.CeilSlope       = downplane.Normal;
                level.sector.CeilSlopeOffset = downplane.Offset;
                level.sector.CeilHeight      = (int)new Plane(level.sector.CeilSlope, level.sector.CeilSlopeOffset).GetZ(center);
            }
            else
            {
                level.sector.FloorSlope       = plane.Normal;
                level.sector.FloorSlopeOffset = plane.Offset;
                level.sector.FloorHeight      = (int)new Plane(level.sector.FloorSlope, level.sector.FloorSlopeOffset).GetZ(center);
            }

            // Rebuild sector
            BaseVisualSector vs;

            if (mode.VisualSectorExists(level.sector))
            {
                vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
            }
            else
            {
                vs = mode.CreateBaseVisualSector(level.sector);
            }

            if (vs != null)
            {
                vs.UpdateSectorGeometry(true);
            }
        }
コード例 #6
0
        public override void OnActionEnd(CodeImp.DoomBuilder.Actions.Action action)
        {
            base.OnActionEnd(action);

            if (!updateafteraction && action.Name != updateafteractionname)
            {
                return;
            }

            updateafteraction = false;

            Dictionary <SlopeVertexGroup, int> updatesvgs = new Dictionary <SlopeVertexGroup, int>();

            // Find SVGs that needs to be updated, and change the SV z positions
            foreach (SlopeVertexGroup svg in slopevertexgroups)
            {
                bool update = false;
                Dictionary <int, List <Sector> > newheights = new Dictionary <int, List <Sector> >();

                foreach (Sector s in svg.Sectors)
                {
                    if (s.Fields == null)
                    {
                        continue;
                    }

                    if ((svg.SectorPlanes[s] & PlaneType.Floor) == PlaneType.Floor)
                    {
                        if (s.Fields.ContainsKey("user_floorplane_id") && s.Fields.GetValue("user_floorplane_id", -1) == svg.Id)
                        {
                            if (svg.Height != s.FloorHeight)
                            {
                                int diff = s.FloorHeight - svg.Height;

                                if (!newheights.ContainsKey(diff))
                                {
                                    newheights.Add(diff, new List <Sector>()
                                    {
                                        s
                                    });
                                }
                                else
                                {
                                    newheights[diff].Add(s);
                                }

                                update = true;
                                //break;
                            }
                        }
                    }

                    if ((svg.SectorPlanes[s] & PlaneType.Ceiling) == PlaneType.Ceiling)
                    {
                        if (s.Fields.ContainsKey("user_ceilingplane_id") && s.Fields.GetValue("user_ceilingplane_id", -1) == svg.Id)
                        {
                            if (svg.Height != s.CeilHeight)
                            {
                                int diff = s.CeilHeight - svg.Height;

                                if (!newheights.ContainsKey(diff))
                                {
                                    newheights.Add(diff, new List <Sector>()
                                    {
                                        s
                                    });
                                }
                                else
                                {
                                    newheights[diff].Add(s);
                                }

                                update = true;
                                //break;
                            }
                        }
                    }
                }

                // Debug.WriteLine(String.Format("floordiff: {0} / ceilingdiff: {1} / height: {2}", floordiff, ceilingdiff, svg.Height));

                if (update)
                {
                    if (newheights.Count > 1)
                    {
                        Debug.WriteLine(String.Format("Slope: multiple new heights, doing nothing. Your map is f****d!"));
                    }
                    else if (!updatesvgs.ContainsKey(svg))
                    {
                        updatesvgs.Add(svg, newheights.First().Key);
                    }
                }
            }

            // Update the slopes, and also update the view if in visual mode
            foreach (SlopeVertexGroup svg in updatesvgs.Keys)
            {
                foreach (SlopeVertex sv in svg.Vertices)
                {
                    sv.Z += updatesvgs[svg];
                }

                svg.ComputeHeight();

                foreach (Sector s in svg.Sectors)
                {
                    UpdateSlopes(s);
                }

                // Save the updated data in the sector
                svg.StoreInSector(slopedatasector);

                if (General.Editing.Mode is BaseVisualMode)
                {
                    List <Sector>       sectors       = new List <Sector>();
                    List <VisualSector> visualsectors = new List <VisualSector>();
                    BaseVisualMode      mode          = ((BaseVisualMode)General.Editing.Mode);

                    foreach (Sector s in svg.Sectors)
                    {
                        sectors.Add(s);

                        // Get neighbouring sectors and add them to the list
                        foreach (Sidedef sd in s.Sidedefs)
                        {
                            if (sd.Other != null && !sectors.Contains(sd.Other.Sector))
                            {
                                sectors.Add(sd.Other.Sector);
                            }
                        }
                    }

                    foreach (Sector s in svg.TaggedSectors)
                    {
                        if (!sectors.Contains(s))
                        {
                            sectors.Add(s);
                        }

                        // Get neighbouring sectors and add them to the list
                        foreach (Sidedef sd in s.Sidedefs)
                        {
                            if (sd.Other != null && !sectors.Contains(sd.Other.Sector))
                            {
                                sectors.Add(sd.Other.Sector);
                            }
                        }
                    }

                    foreach (Sector s in sectors)
                    {
                        visualsectors.Add(mode.GetVisualSector(s));
                    }

                    foreach (VisualSector vs in visualsectors)
                    {
                        vs.UpdateSectorGeometry(true);
                    }
                    foreach (VisualSector vs in visualsectors)
                    {
                        vs.UpdateSectorData();
                    }
                }
            }
        }
コード例 #7
0
        public static void ApplySlope(SectorLevel level, Plane plane, BaseVisualMode mode)
        {
            bool applytoceiling = false;
            bool reset          = false;
            int  height         = 0;


            Vector2D center = new Vector2D(level.sector.BBox.X + level.sector.BBox.Width / 2,
                                           level.sector.BBox.Y + level.sector.BBox.Height / 2);

            if (level.extrafloor)
            {
                // The top side of 3D floors is the ceiling of the sector, but it's a "floor" in UDB, so the
                // ceiling of the control sector has to be modified
                if (level.type == SectorLevelType.Floor)
                {
                    applytoceiling = true;
                }
            }
            else
            {
                if (level.type == SectorLevelType.Ceiling)
                {
                    applytoceiling = true;
                }
            }

            // If the plane horizontal remove the slope and set the sector height instead
            // Rounding errors can result in offsets of horizontal planes to be a tiny, tiny bit off a whole number,
            // assume we want to remove the plane in this case
            double diff = Math.Abs(Math.Round(plane.d) - plane.d);

            if (plane.Normal.z == 1.0 && diff < 0.000000001)
            {
                reset  = true;
                height = -Convert.ToInt32(plane.d);
            }

            if (applytoceiling)
            {
                if (reset)
                {
                    level.sector.CeilHeight      = height;
                    level.sector.CeilSlope       = new Vector3D();
                    level.sector.CeilSlopeOffset = double.NaN;
                }
                else
                {
                    Plane downplane = plane.GetInverted();
                    level.sector.CeilSlope       = downplane.Normal;
                    level.sector.CeilSlopeOffset = downplane.Offset;
                }
            }
            else
            {
                if (reset)
                {
                    level.sector.FloorHeight      = height;
                    level.sector.FloorSlope       = new Vector3D();
                    level.sector.FloorSlopeOffset = double.NaN;
                }
                else
                {
                    level.sector.FloorSlope       = plane.Normal;
                    level.sector.FloorSlopeOffset = plane.Offset;
                }
            }

            // Rebuild sector
            BaseVisualSector vs;

            if (mode.VisualSectorExists(level.sector))
            {
                vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
            }
            else
            {
                vs = mode.CreateBaseVisualSector(level.sector);
            }

            if (vs != null)
            {
                vs.UpdateSectorGeometry(true);
            }
        }
コード例 #8
0
        // Flood-fill textures
        public virtual void OnTextureFloodfill()
        {
            if (BuilderPlug.Me.CopiedFlat != null)
            {
                string oldtexture     = GetTextureName();
                long   oldtexturelong = Lump.MakeLongName(oldtexture);
                string newtexture     = BuilderPlug.Me.CopiedFlat;
                if (newtexture != oldtexture)
                {
                    // Get the texture
                    ImageData newtextureimage = General.Map.Data.GetFlatImage(newtexture);
                    if (newtextureimage != null)
                    {
                        bool fillceilings = (this is VisualCeiling);

                        if (fillceilings)
                        {
                            mode.CreateUndo("Flood-fill ceilings with " + newtexture);
                            mode.SetActionResult("Flood-filled ceilings with " + newtexture + ".");
                        }
                        else
                        {
                            mode.CreateUndo("Flood-fill floors with " + newtexture);
                            mode.SetActionResult("Flood-filled floors with " + newtexture + ".");
                        }

                        mode.Renderer.SetCrosshairBusy(true);
                        General.Interface.RedrawDisplay();

                        if (mode.IsSingleSelection)
                        {
                            // Clear all marks, this will align everything it can
                            General.Map.Map.ClearMarkedSectors(false);
                        }
                        else
                        {
                            // Limit the alignment to selection only
                            General.Map.Map.ClearMarkedSectors(true);
                            List <Sector> sectors = mode.GetSelectedSectors();
                            foreach (Sector s in sectors)
                            {
                                s.Marked = false;
                            }
                        }

                        // Do the fill
                        Tools.FloodfillFlats(this.Sector.Sector, fillceilings, oldtexturelong, newtextureimage, false);

                        // Get the changed sectors
                        List <Sector> changes = General.Map.Map.GetMarkedSectors(true);
                        foreach (Sector s in changes)
                        {
                            // Update the visual sector
                            if (mode.VisualSectorExists(s))
                            {
                                BaseVisualSector vs = (mode.GetVisualSector(s) as BaseVisualSector);
                                if (fillceilings)
                                {
                                    vs.Ceiling.Setup();
                                }
                                else
                                {
                                    vs.Floor.Setup();
                                }
                            }
                        }

                        General.Map.Data.UpdateUsedTextures();
                        mode.Renderer.SetCrosshairBusy(false);
                        mode.ShowTargetInfo();
                    }
                }
            }
        }