2013-03-18 13:52:27 +00:00
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes {
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//mxd. Used to render translucent 3D floor's inner sides
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internal sealed class VisualMiddleBack : BaseVisualGeometrySidedef
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{
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#region ================== Variables
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private Effect3DFloor extrafloor;
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s)
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: base(mode, vs, s)
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{
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//mxd
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geoType = VisualGeometryType.WALL_MIDDLE;
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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() { return this.Setup(this.extrafloor); }
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public bool Setup(Effect3DFloor extrafloor)
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{
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Vector2D vl, vr;
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
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//mxd. lightfog flag support
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bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
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bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
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int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
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if (ignoreUDMFLight) lightabsolute = false;
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Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
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sourceside.Fields.GetValue("scaley_mid", 1.0f));
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Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
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Sidedef.Fields.GetValue("offsety_mid", 0.0f));
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Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
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sourceside.Fields.GetValue("offsety_mid", 0.0f));
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
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//mxd. which texture we must use?
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long textureLong = 0;
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if ((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0) {
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if (Sidedef.Other.HighTexture.Length > 0 && Sidedef.Other.HighTexture[0] != '-')
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textureLong = Sidedef.Other.LongHighTexture;
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} else if ((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) {
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if(Sidedef.Other.LowTexture.Length > 0 && Sidedef.Other.LowTexture[0] != '-')
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textureLong = Sidedef.Other.LongLowTexture;
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} else if ((sourceside.MiddleTexture.Length > 0) && (sourceside.MiddleTexture[0] != '-')) {
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textureLong = sourceside.LongMiddleTexture;
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}
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// Texture given?
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if (textureLong != 0) {
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(textureLong);
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if (base.Texture == null) {
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = textureLong;
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} else if (!base.Texture.IsImageLoaded) {
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setuponloadedtexture = textureLong;
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}
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} else {
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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tsz = tsz / tscale;
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// Get texture offsets
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Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.
Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.
Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides.
Visual mode, UDMF: fixed a ton of bugs in Auto align functions.
Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0.
Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions.
Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox.
Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Texture size labels now are not shown for unknown textures.
Most of texture size labels had incorrect bg color.
ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
2013-06-24 14:21:13 +00:00
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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2013-03-18 13:52:27 +00:00
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tof = tof + toffset1 + toffset2;
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tof = tof / tscale;
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if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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tof = tof * base.Texture.Scale;
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
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// We choose here.
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float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
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float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
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tp.tlt += tof;
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tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
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tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Get ceiling and floor heights
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float flo = Sector.Floor.Level.plane.GetZ(vl);
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float fro = Sector.Floor.Level.plane.GetZ(vr);
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float clo = Sector.Ceiling.Level.plane.GetZ(vl);
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float cro = Sector.Ceiling.Level.plane.GetZ(vr);
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float fle = sd.Floor.plane.GetZ(vl);
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float fre = sd.Floor.plane.GetZ(vr);
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float cle = sd.Ceiling.plane.GetZ(vl);
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float cre = sd.Ceiling.plane.GetZ(vr);
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float fl = flo > fle ? flo : fle;
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float fr = fro > fre ? fro : fre;
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float cl = clo < cle ? clo : cle;
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float cr = cro < cre ? cro : cre;
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// Anything to see?
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if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
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{
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// Keep top and bottom planes for intersection testing
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bottom = extrafloor.Ceiling.plane;
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top = extrafloor.Floor.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, fl));
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poly.Add(new Vector3D(vl.x, vl.y, cl));
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poly.Add(new Vector3D(vr.x, vr.y, cr));
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poly.Add(new Vector3D(vr.x, vr.y, fr));
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// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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//mxd
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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poly.color = wallcolor.WithAlpha(255).ToInt();
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// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly(ref poly, bottom, false);
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CropPoly(ref poly, top, false);
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// Cut out pieces that overlap 3D floors in this sector
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List<WallPolygon> polygons = new List<WallPolygon>(1);
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polygons.Add(poly);
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foreach(Effect3DFloor ef in sd.ExtraFloors) {
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int num = polygons.Count;
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for(int pi = 0; pi < num; pi++) {
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// Split by floor plane of 3D floor
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WallPolygon p = polygons[pi];
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WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
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if(np.Count > 0) {
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// Split part below floor by the ceiling plane of 3D floor
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// and keep only the part below the ceiling (front)
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SplitPoly(ref np, ef.Floor.plane, true);
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if(p.Count == 0) {
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polygons[pi] = np;
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} else {
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polygons[pi] = p;
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polygons.Add(np);
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}
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} else {
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polygons[pi] = p;
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}
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}
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}
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// Process the polygon and create vertices
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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 0)
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{
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.RenderAdditive) != 0)//mxd
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this.RenderPass = RenderPass.Additive;
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else if (extrafloor.Alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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if (extrafloor.Alpha < 255) {
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// Apply alpha to vertices
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byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
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if (alpha < 255) {
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for (int i = 0; i < verts.Count; i++) {
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WorldVertex v = verts[i];
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PixelColor c = PixelColor.FromInt(v.c);
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v.c = c.WithAlpha(alpha).ToInt();
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verts[i] = v;
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}
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}
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}
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base.SetVertices(verts);
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return true;
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}
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}
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return false;
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}
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#endregion
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#region ================== Methods
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// Return texture name
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public override string GetTextureName() {
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//mxd
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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return Sidedef.HighTexture;
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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return Sidedef.LowTexture;
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return extrafloor.Linedef.Front.MiddleTexture;
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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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//mxd
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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Sidedef.Other.SetTextureHigh(texturename);
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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Sidedef.Other.SetTextureLow(texturename);
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else
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extrafloor.Linedef.Front.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Sector.Rebuild();
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//mxd. Other sector also may require updating
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((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
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//mxd. As well as model sector
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((BaseVisualSector)mode.GetVisualSector(extrafloor.Linedef.Front.Sector)).UpdateSectorGeometry(false);
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}
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protected override void SetTextureOffsetX(int x)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
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}
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protected override void SetTextureOffsetY(int y)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
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}
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protected override void MoveTextureOffset(Point xy)
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{
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Sidedef.Fields.BeforeFieldsChange();
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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float scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0f);
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float scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0f);
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldx, (float)xy.X, scalex)); //mxd
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldy, (float)xy.Y, scaley)); //mxd
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}
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protected override Point GetTextureOffset()
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{
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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return new Point((int)oldx, (int)oldy);
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}
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//mxd
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public override void OnChangeTargetBrightness(bool up) {
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if(!General.Map.UDMF) {
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base.OnChangeTargetBrightness(up);
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return;
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}
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int light = Sidedef.Fields.GetValue("light", 0);
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bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
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int newLight = 0;
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if(up)
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newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
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else
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newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
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if(newLight == light) return;
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//create undo
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mode.CreateUndo("Change middle wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
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Sidedef.Fields.BeforeFieldsChange();
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//apply changes
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Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
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mode.SetActionResult("Changed middle wall brightness to " + newLight + ".");
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Sector.Sector.UpdateCache();
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//rebuild sector
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Sector.UpdateSectorGeometry(false);
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}
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//mxd
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public override Linedef GetControlLinedef() {
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return extrafloor.Linedef;
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}
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#endregion
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}
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}
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