2010-09-01 21:05:08 +00:00
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal sealed class VisualLower : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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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()
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{
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SectorData sd = Sector.Data;
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Built) osd.BuildLevels(mode);
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2010-09-08 21:56:23 +00:00
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// Texture given?
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if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
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if(base.Texture == null)
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2010-09-01 21:05:08 +00:00
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongLowTexture;
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2010-09-01 21:05:08 +00:00
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}
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else
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{
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2010-09-08 21:56:23 +00:00
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongLowTexture;
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2010-09-01 21:05:08 +00:00
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}
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2010-09-08 21:56:23 +00:00
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}
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else
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{
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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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// 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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TexturePlane tp = new TexturePlane();
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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{
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// When lower unpegged is set, the lower texture is bound to the bottom
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tp.tlt.y = (float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.FloorHeight;
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}
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (float)(Sidedef.Other.Sector.FloorHeight - Sidedef.Sector.FloorHeight);
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// Apply texture offset
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if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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}
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else
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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}
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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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if(Sidedef.IsFront)
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{
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tp.vlt = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Other.Sector.FloorHeight);
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tp.vrb = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Sector.FloorHeight);
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}
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else
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{
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tp.vlt = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Other.Sector.FloorHeight);
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tp.vrb = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.FloorHeight);
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}
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2010-09-08 21:56:23 +00:00
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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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// Heights of the floor on the other side
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float ol = osd.Floor.plane.GetZ(tp.vlt);
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float or = osd.Floor.plane.GetZ(tp.vrt);
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Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
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Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
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2010-09-09 15:12:31 +00:00
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if(Sidedef.Index == 215)
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{
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int g = 5;
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}
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2010-09-08 21:56:23 +00:00
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// Go for all levels to build geometry
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List<WorldVertex> verts = new List<WorldVertex>();
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for(int i = 0; i < (sd.Levels.Count - 1); i++)
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{
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SectorLevel lb = sd.Levels[i];
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SectorLevel lt = sd.Levels[i + 1];
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow));
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PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness);
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int c = wallcolor.WithAlpha(255).ToInt();
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// Create initial polygon between the two planes
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List<Vector3D> poly = new List<Vector3D>();
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poly.Add(new Vector3D(tp.vlt.x, tp.vlt.y, lb.plane.GetZ(tp.vlt)));
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poly.Add(new Vector3D(tp.vlt.x, tp.vlt.y, lt.plane.GetZ(tp.vlt)));
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poly.Add(new Vector3D(tp.vrt.x, tp.vrt.y, lt.plane.GetZ(tp.vrt)));
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poly.Add(new Vector3D(tp.vrb.x, tp.vrb.y, lb.plane.GetZ(tp.vrt)));
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// Slice off the part above the other plane
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SlicePoly(poly, osd.Floor.plane, false);
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// Now we go for all planes to splice this polygon
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for(int k = 0; k < sd.Levels.Count; k++)
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{
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if((k != i) && (k != (i + 1)))
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SlicePoly(poly, sd.Levels[k].plane, (k > i) || (sd.Levels[k].type == SectorLevelType.Floor));
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}
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// Find texture coordinates for each vertex in the polygon
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List<Vector2D> texc = new List<Vector2D>(poly.Count);
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foreach(Vector3D v in poly)
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texc.Add(tp.GetTextureCoordsAt(v));
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// Now we create triangles from the polygon
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if(poly.Count >= 3)
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{
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for(int k = 1; k < (poly.Count - 1); k++)
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{
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verts.Add(new WorldVertex(poly[0], c, texc[0]));
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verts.Add(new WorldVertex(poly[k], c, texc[k]));
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verts.Add(new WorldVertex(poly[k + 1], c, texc[k + 1]));
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}
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2010-09-01 21:05:08 +00:00
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}
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2010-09-08 21:56:23 +00:00
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}
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if(verts.Count > 0)
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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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else
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{
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return false;
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}
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}
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2010-09-09 15:12:31 +00:00
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// This slices a polygon with a plane and keeps only a certain part of the polygon
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private void SlicePoly(List<Vector3D> poly, Plane p, bool keepfront)
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{
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const float NEAR_ZERO = 0.0001f;
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// TODO: We can optimize this by making a list of vertices in the first iteration which
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// indicates which vertices are on the back side. Then we don't need to calculate p.Distance(v)
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// again in the second iteration.
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// First split lines that cross the plane so that we have vertices on the plane where the lines cross
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for(int i = 0; i < poly.Count; i++)
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{
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Vector3D v1 = poly[i];
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Vector3D v2 = (i == (poly.Count - 1)) ? poly[0] : poly[i+1];
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// Determine side of plane
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float side0 = p.Distance(v1);
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float side1 = p.Distance(v2);
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// Vertices on different side of plane?
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if((side0 < -NEAR_ZERO) && (side1 > NEAR_ZERO) ||
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(side0 > NEAR_ZERO) && (side1 < -NEAR_ZERO))
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{
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// Split line with plane and insert the vertex
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float u = 0.0f;
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p.GetIntersection(v1, v2, ref u);
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Vector3D v3 = v1 + (v2 - v1) * u;
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poly.Insert(++i, v3);
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}
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}
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// Now we discard all vertices on the back side of the plane
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int k = poly.Count - 1;
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while(k >= 0)
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{
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float side = p.Distance(poly[k]);
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if(((side < -NEAR_ZERO) && keepfront) || ((side > NEAR_ZERO) && !keepfront))
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poly.RemoveAt(k);
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k--;
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}
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}
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2010-09-01 21:05:08 +00:00
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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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{
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return this.Sidedef.LowTexture;
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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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{
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this.Sidedef.SetTextureLow(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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#endregion
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}
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}
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