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 VisualMiddleSingle : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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2010-09-08 15:05:32 +00:00
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2010-09-01 21:05:08 +00:00
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#region ================== Variables
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#endregion
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2010-09-08 15:05:32 +00:00
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2010-09-01 21:05:08 +00:00
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#region ================== Properties
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#endregion
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2010-09-08 15:05:32 +00:00
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2010-09-01 21:05:08 +00:00
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddleSingle(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 = mode.GetSectorData(Sidedef.Sector);
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int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
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// Texture given?
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if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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}
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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 middle texture is bound to the bottom
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tp.tlt.y = tsz.y - (Sidedef.Sector.CeilHeight - Sidedef.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 + (Sidedef.Sector.CeilHeight - 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.Sector.CeilHeight);
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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.Sector.CeilHeight);
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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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// 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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//
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// - Geometry is horizontally split and ranges from one layer down to the next layer.
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// This is repeated for all layers.
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//
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// - When the two layers intersect over Z, the geometry should not span the entire
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// width, but only up to the split position. The back side will handle the other
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// side of the split, if needed.
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//
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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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if(lt.type != SectorLevelType.Floor)
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{
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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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// Get corner heights on the two planes
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float lbl = lb.plane.GetZ(tp.vlt);
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float lbr = lb.plane.GetZ(tp.vrt);
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float ltl = lt.plane.GetZ(tp.vlt);
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float ltr = lt.plane.GetZ(tp.vrt);
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// Make coordinates for the corners
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Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl);
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Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl);
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Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr);
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Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr);
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/*
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// Compare corner heights to see if we should split
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if((lbl < ltl) && (lbr >= ltr))
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{
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// Split vertically with geometry on the left
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float u_ray = 1.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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}
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else if((lbl >= ltl) && (lbr < ltr))
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{
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// Split vertically with geometry on the right
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float u_ray = 0.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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}
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else if((lbl < ltl) && (lbr < ltr))
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*/
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{
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// Span entire width
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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}
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}
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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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#endregion
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2010-09-01 21:05:08 +00:00
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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.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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{
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this.Sidedef.SetTextureMid(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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