UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddleDouble.cs

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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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal sealed class VisualMiddleDouble : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleDouble(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// Set render pass
this.RenderPass = RenderPass.Mask;
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
WorldVertex[] verts;
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
float geobottom = (float)Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
// Texture given?
if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
float textop, texbottom;
float cliptop = 0.0f;
float clipbottom = 0.0f;
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Because the middle texture on a double sided line does not repeat vertically,
// we first determine the visible portion of the texture
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
textop = geobottom + tsz.y;
else
textop = geotop;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets)
{
textop += Sidedef.OffsetY * base.Texture.Scale.y;
}
else
{
textop += Sidedef.OffsetY;
}
// Calculate texture portion bottom
texbottom = textop - tsz.y;
// Clip texture portion by geometry
if(geotop < textop) { cliptop = textop - geotop; textop = geotop; }
if(geobottom > texbottom) { clipbottom = geobottom - texbottom; texbottom = geobottom; }
// Check if anything is still visible
if((textop - texbottom) > 0.001f)
{
// Determine texture coordinatess
t1.y = cliptop;
t2.y = tsz.y - clipbottom;
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1.x = Sidedef.OffsetX * base.Texture.Scale.x;
}
else
{
t1.x = Sidedef.OffsetX;
}
t2.x = t1.x + Sidedef.Line.Length;
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, texbottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, textop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, textop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, texbottom, brightness, t2.x, t2.y);
// Keep properties
base.top = textop;
base.bottom = texbottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
}
}
// No geometry for invisible wall
base.top = geotop;
base.bottom = geotop; // bottom same as top so that it has a height of 0 (otherwise it will still be picked up by object picking)
verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.MiddleTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureMid(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}