UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualLower.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.GZDoomEditing
{
internal sealed class VisualLower : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
SectorData sd = Sector.Data;
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Built) osd.BuildLevels(mode);
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// Texture given?
if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-'))
{
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// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
if(base.Texture == null)
{
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base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongLowTexture;
}
else
{
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if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongLowTexture;
}
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}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Determine texture coordinates plane as they would be in normal circumstances.
// We can then use this plane to find any texture coordinate we need.
// The logic here is the same as in the original VisualMiddleSingle (except that
// the values are stored in a TexturePlane)
TexturePlane tp = new TexturePlane();
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = (float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.FloorHeight;
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (float)(Sidedef.Other.Sector.FloorHeight - Sidedef.Sector.FloorHeight);
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
}
else
{
tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
}
// Transform pixel coordinates to texture coordinates
tp.tlt /= tsz;
tp.trb /= tsz;
// Left top and right bottom of the geometry that
if(Sidedef.IsFront)
{
tp.vlt = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Sector.FloorHeight);
}
else
{
tp.vlt = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.FloorHeight);
}
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// Make the right-top coordinates
tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
// Heights of the floor on the other side
float ol = osd.Floor.plane.GetZ(tp.vlt);
float or = osd.Floor.plane.GetZ(tp.vrt);
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Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
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if(Sidedef.Index == 215)
{
int g = 5;
}
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// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
for(int i = 0; i < (sd.Levels.Count - 1); i++)
{
SectorLevel lb = sd.Levels[i];
SectorLevel lt = sd.Levels[i + 1];
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Create initial polygon between the two planes
List<Vector3D> poly = new List<Vector3D>();
poly.Add(new Vector3D(tp.vlt.x, tp.vlt.y, lb.plane.GetZ(tp.vlt)));
poly.Add(new Vector3D(tp.vlt.x, tp.vlt.y, lt.plane.GetZ(tp.vlt)));
poly.Add(new Vector3D(tp.vrt.x, tp.vrt.y, lt.plane.GetZ(tp.vrt)));
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
SlicePoly(poly, osd.Floor.plane, false);
// Now we go for all planes to splice this polygon
for(int k = 0; k < sd.Levels.Count; k++)
{
if((k != i) && (k != (i + 1)))
SlicePoly(poly, sd.Levels[k].plane, (k > i) || (sd.Levels[k].type == SectorLevelType.Floor));
}
// Find texture coordinates for each vertex in the polygon
List<Vector2D> texc = new List<Vector2D>(poly.Count);
foreach(Vector3D v in poly)
texc.Add(tp.GetTextureCoordsAt(v));
// Now we create triangles from the polygon
if(poly.Count >= 3)
{
for(int k = 1; k < (poly.Count - 1); k++)
{
verts.Add(new WorldVertex(poly[0], c, texc[0]));
verts.Add(new WorldVertex(poly[k], c, texc[k]));
verts.Add(new WorldVertex(poly[k + 1], c, texc[k + 1]));
}
}
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}
if(verts.Count > 0)
{
base.SetVertices(verts);
return true;
}
else
{
return false;
}
}
// This slices a polygon with a plane and keeps only a certain part of the polygon
private void SlicePoly(List<Vector3D> poly, Plane p, bool keepfront)
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{
const float NEAR_ZERO = 0.0001f;
// TODO: We can optimize this by making a list of vertices in the first iteration which
// indicates which vertices are on the back side. Then we don't need to calculate p.Distance(v)
// again in the second iteration.
// First split lines that cross the plane so that we have vertices on the plane where the lines cross
for(int i = 0; i < poly.Count; i++)
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{
Vector3D v1 = poly[i];
Vector3D v2 = (i == (poly.Count - 1)) ? poly[0] : poly[i+1];
// Determine side of plane
float side0 = p.Distance(v1);
float side1 = p.Distance(v2);
// Vertices on different side of plane?
if((side0 < -NEAR_ZERO) && (side1 > NEAR_ZERO) ||
(side0 > NEAR_ZERO) && (side1 < -NEAR_ZERO))
{
// Split line with plane and insert the vertex
float u = 0.0f;
p.GetIntersection(v1, v2, ref u);
Vector3D v3 = v1 + (v2 - v1) * u;
poly.Insert(++i, v3);
}
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}
// Now we discard all vertices on the back side of the plane
int k = poly.Count - 1;
while(k >= 0)
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{
float side = p.Distance(poly[k]);
if(((side < -NEAR_ZERO) && keepfront) || ((side > NEAR_ZERO) && !keepfront))
poly.RemoveAt(k);
k--;
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}
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.LowTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureLow(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}