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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.Generic ;
using System.Drawing ;
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using System.Globalization ;
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using CodeImp.DoomBuilder.Map ;
using CodeImp.DoomBuilder.Geometry ;
using CodeImp.DoomBuilder.Rendering ;
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using CodeImp.DoomBuilder.Types ;
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using CodeImp.DoomBuilder.VisualModes ;
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using CodeImp.DoomBuilder.Data ;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class VisualMiddle3D : BaseVisualGeometrySidedef
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{
#region = = = = = = = = = = = = = = = = = = Constants
#endregion
#region = = = = = = = = = = = = = = = = = = Variables
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protected Effect3DFloor extrafloor ;
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#endregion
#region = = = = = = = = = = = = = = = = = = Properties
#endregion
#region = = = = = = = = = = = = = = = = = = Constructor / Setup
// Constructor
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public VisualMiddle3D ( BaseVisualMode mode , VisualSector vs , Sidedef s ) : base ( mode , vs , s )
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{
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//mxd
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geometrytype = VisualGeometryType . WALL_MIDDLE_3D ;
partname = "mid" ;
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// We have no destructor
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GC . SuppressFinalize ( this ) ;
}
// This builds the geometry. Returns false when no geometry created.
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public override bool Setup ( ) { return this . Setup ( this . extrafloor ) ; }
public bool Setup ( Effect3DFloor extrafloor )
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{
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Sidedef sourceside = extrafloor . Linedef . Front ;
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this . extrafloor = extrafloor ;
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//mxd. Extrafloor may've become invalid during undo/redo...
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if ( sourceside = = null )
{
base . SetVertices ( null ) ;
return false ;
}
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Vector2D vl , vr ;
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bool useuppertexture = ( sourceside . Line . Args [ 2 ] & ( int ) Effect3DFloor . Flags . UseUpperTexture ) = = ( int ) Effect3DFloor . Flags . UseUpperTexture ;
bool uselowertexture = ( sourceside . Line . Args [ 2 ] & ( int ) Effect3DFloor . Flags . UseLowerTexture ) = = ( int ) Effect3DFloor . Flags . UseLowerTexture ;
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//mxd. lightfog flag support
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int lightvalue ;
bool lightabsolute ;
GetLightValue ( out lightvalue , out lightabsolute ) ;
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Vector2D tscale ;
Vector2D toffset2 = new Vector2D ( 0.0 , 0.0 ) ;
// If the upper or lower textures are used we have to take the scale of those, not of the source
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// Not in SRB2, though
//if (useuppertexture)
// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0), Sidedef.Fields.GetValue("scaley_top", 1.0));
//else if (uselowertexture)
// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0), Sidedef.Fields.GetValue("scaley_bottom", 1.0));
//else
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{
tscale = new Vector2D ( sourceside . Fields . GetValue ( "scalex_mid" , 1.0 ) , sourceside . Fields . GetValue ( "scaley_mid" , 1.0 ) ) ;
// The offset of the source side is only taken into account when not using the upper or lower textures
toffset2 = new Vector2D ( sourceside . Fields . GetValue ( "offsetx_mid" , 0.0 ) , sourceside . Fields . GetValue ( "offsety_mid" , 0.0 ) ) ;
}
Vector2D tscaleAbs = new Vector2D ( Math . Abs ( tscale . x ) , Math . Abs ( tscale . y ) ) ;
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Vector2D toffset1 = new Vector2D ( Sidedef . Fields . GetValue ( "offsetx_mid" , 0.0 ) , 0.0 ) ; // SRB2 only uses middle X offset
//Sidedef.Fields.GetValue("offsety_mid", 0.0));
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// Left and right vertices for this sidedef
if ( Sidedef . IsFront )
{
vl = new Vector2D ( Sidedef . Line . Start . Position . x , Sidedef . Line . Start . Position . y ) ;
vr = new Vector2D ( Sidedef . Line . End . Position . x , Sidedef . Line . End . Position . y ) ;
}
else
{
vl = new Vector2D ( Sidedef . Line . End . Position . x , Sidedef . Line . End . Position . y ) ;
vr = new Vector2D ( Sidedef . Line . Start . Position . x , Sidedef . Line . Start . Position . y ) ;
}
// Load sector data
SectorData sd = mode . GetSectorData ( Sidedef . Sector ) ;
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//mxd. which texture we must use?
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long texturelong = 0 ;
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if ( useuppertexture )
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{
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if ( Sidedef . LongHighTexture ! = MapSet . EmptyLongName )
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texturelong = Sidedef . LongHighTexture ;
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}
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else if ( uselowertexture )
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{
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if ( Sidedef . LongLowTexture ! = MapSet . EmptyLongName )
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texturelong = Sidedef . LongLowTexture ;
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}
else if ( sourceside . LongMiddleTexture ! = MapSet . EmptyLongName )
{
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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 | | base . Texture is UnknownImage )
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{
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base . Texture = General . Map . Data . UnknownTexture3D ;
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setuponloadedtexture = texturelong ;
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}
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else if ( ! base . Texture . IsImageLoaded )
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{
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setuponloadedtexture = texturelong ;
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}
}
else
{
// Use missing texture
base . Texture = General . Map . Data . MissingTexture3D ;
setuponloadedtexture = 0 ;
}
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// Get texture scaled size. Round up, because that's apparently what GZDoom does
Vector2D tsz = new Vector2D ( Math . Ceiling ( base . Texture . ScaledWidth / tscale . x ) , Math . Ceiling ( base . Texture . ScaledHeight / tscale . y ) ) ;
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// Get texture offsets
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//Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
Vector2D tof = new Vector2D ( Sidedef . OffsetX , 0.0f ) + new Vector2D ( 0.0f , sourceside . OffsetY ) ;
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tof = tof + toffset1 + toffset2 ;
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// biwa. Also take the ForceWorldPanning MAPINFO entry into account
if ( General . Map . Config . ScaledTextureOffsets & & ( ! base . Texture . WorldPanning & & ! General . Map . Data . MapInfo . ForceWorldPanning ) )
{
tof = tof / tscaleAbs ;
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tof = tof * base . Texture . Scale ;
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// If the texture gets replaced with a "hires" texture it adds more fuckery
if ( base . Texture is HiResImage )
tof * = tscaleAbs ;
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// Round up, since that's apparently what GZDoom does. Not sure if this is the right place or if it also has to be done earlier
tof = new Vector2D ( Math . Ceiling ( tof . x ) , Math . Ceiling ( tof . y ) ) ;
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}
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
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double sourcetopheight = extrafloor . VavoomType ? sourceside . Sector . FloorHeight : sourceside . Sector . CeilHeight ;
double sourcebottomheight = extrafloor . VavoomType ? sourceside . Sector . CeilHeight : sourceside . Sector . FloorHeight ;
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// 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)
// NOTE: I use a small bias for the floor height, because if the difference in
// height is 0 then the TexturePlane doesn't work!
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Vector3D vlt , vlb , vrt , vrb ;
Vector2D tlt , tlb , trt , trb ;
bool lowerunpegged = sourceside . Line . IsFlagSet ( General . Map . Config . LowerUnpeggedFlag ) ;
bool slopeskew = sourceside . Line . IsFlagSet ( General . Map . Config . SlopeSkewFlag ) ;
double topheight = slopeskew ? extrafloor . Ceiling . plane . GetZ ( vl ) : sourcetopheight ;
double bottomheight = slopeskew ? extrafloor . Floor . plane . GetZ ( vl ) : sourcebottomheight ;
double topheight2 = slopeskew ? extrafloor . Ceiling . plane . GetZ ( vr ) : sourcetopheight ;
double bottomheight2 = slopeskew ? extrafloor . Floor . plane . GetZ ( vr ) : sourcebottomheight ;
//float floorbias = (topheight == bottomheight) ? 1.0f : 0.0f;
//float floorbias2 = (topheight2 == bottomheight2) ? 1.0f : 0.0f;
tlt . x = tlb . x = 0 ;
trt . x = trb . x = Sidedef . Line . Length ;
// For SRB2, invert Lower Unpegged behavior for non-skewed 3D floors
tlt . y = ! ( lowerunpegged ^ slopeskew ) ? 0 : - ( topheight - bottomheight ) ;
trt . y = ! ( lowerunpegged ^ slopeskew ) ? 0 : - ( topheight2 - bottomheight2 ) ;
tlb . y = ! ( ! lowerunpegged ^ slopeskew ) ? 0 : ( topheight - bottomheight ) ;
trb . y = ! ( ! lowerunpegged ^ slopeskew ) ? 0 : ( topheight2 - bottomheight2 ) ;
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// Apply texture offset
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tlt + = tof ;
tlb + = tof ;
trb + = tof ;
trt + = tof ;
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// Transform pixel coordinates to texture coordinates
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tlt / = tsz ;
tlb / = tsz ;
trb / = tsz ;
trt / = tsz ;
// Geometry coordinates
vlt = new Vector3D ( vl . x , vl . y , topheight ) ;
vlb = new Vector3D ( vl . x , vl . y , bottomheight ) ;
vrb = new Vector3D ( vr . x , vr . y , bottomheight2 ) ;
vrt = new Vector3D ( vr . x , vr . y , topheight2 ) ;
TexturePlane tp = new TexturePlane ( ) ;
tp . tlt = lowerunpegged ? tlb : tlt ;
tp . trb = trb ;
tp . trt = trt ;
tp . vlt = lowerunpegged ? vlb : vlt ;
tp . vrb = vrb ;
tp . vrt = vrt ;
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//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
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SectorData sdo = mode . GetSectorData ( Sidedef . Other . Sector ) ;
double flo = sdo . Floor . plane . GetZ ( vl ) ;
double fro = sdo . Floor . plane . GetZ ( vr ) ;
double clo = sdo . Ceiling . plane . GetZ ( vl ) ;
double cro = sdo . Ceiling . plane . GetZ ( vr ) ;
double fle = sd . Floor . plane . GetZ ( vl ) ;
double fre = sd . Floor . plane . GetZ ( vr ) ;
double cle = sd . Ceiling . plane . GetZ ( vl ) ;
double cre = sd . Ceiling . plane . GetZ ( vr ) ;
double fl = flo > fle ? flo : fle ;
double fr = fro > fre ? fro : fre ;
double cl = clo < cle ? clo : cle ;
double cr = cro < cre ? cro : cre ;
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// Anything to see?
if ( ( ( cl - fl ) > 0.01f ) | | ( ( cr - fr ) > 0.01f ) )
{
// Keep top and bottom planes for intersection testing
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top = extrafloor . Floor . plane ;
bottom = extrafloor . Ceiling . plane ;
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// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon ( ) ;
poly . Add ( new Vector3D ( vl . x , vl . y , fl ) ) ;
poly . Add ( new Vector3D ( vl . x , vl . y , cl ) ) ;
poly . Add ( new Vector3D ( vr . x , vr . y , cr ) ) ;
poly . Add ( new Vector3D ( vr . x , vr . y , fr ) ) ;
// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd . Ceiling . brightnessbelow + lightvalue ;
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//mxd. This calculates light with doom-style wall shading
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PixelColor wallbrightness = PixelColor . FromInt ( mode . CalculateBrightness ( lightlevel , Sidedef ) ) ;
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PixelColor wallcolor = PixelColor . Modulate ( sd . Ceiling . colorbelow , wallbrightness ) ;
Fixed, Visual mode: in some cases ceiling glow effect was interfering with Transfer Brightness effect resulting in incorrectly lit sidedef geometry.
Fixed, Visual mode: UDMF sidedef brightness should be ignored when a wall section is affected by Transfer Brightness effect.
Fixed, Visual mode: any custom fog should be rendered regardless of sector brightness.
Fixed, Visual mode: "fogdensity" and "outsidefogdensity" MAPINFO values were processed incorrectly.
Fixed, Visual mode: in some cases Things were rendered twice during a render pass.
Fixed, Visual mode: floor glow effect should affect thing brightness only when applied to floor of the sector thing is in.
Fixed, TEXTURES parser: TEXTURES group was named incorrectly in the Textures Browser window when parsed from a WAD file.
Fixed, MAPINFO, GLDEFS, DECORATE parsers: "//$GZDB_SKIP" special comment was processed incorrectly.
Fixed, MAPINFO parser: "fogdensity" and "outsidefogdensity" properties are now initialized using GZDoom default value (255) instead of 0.
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fogfactor = CalculateFogFactor ( lightlevel ) ;
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poly . color = wallcolor . WithAlpha ( 255 ) . ToInt ( ) ;
// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly ( ref poly , extrafloor . Floor . plane , false ) ;
CropPoly ( ref poly , extrafloor . Ceiling . plane , 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 > { poly } ;
bool translucent = ( extrafloor . RenderAdditive | | extrafloor . Alpha < 255 ) ;
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foreach ( Effect3DFloor ef in sd . ExtraFloors )
{
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//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
// or when only our extrafloor is translucent.
// Our poly should not be clipped when our extrafloor is translucent and the other one isn't and both have renderinside setting.
bool othertranslucent = ( ef . RenderAdditive | | ef . Alpha < 255 ) ;
if ( translucent & & ! othertranslucent & & ! ef . ClipSidedefs ) continue ;
if ( ef . ClipSidedefs = = extrafloor . ClipSidedefs | | ef . ClipSidedefs )
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{
Sectors, Linedefs, Things modes: optimized text label rendering.
Fixed, Things mode: in some cases selection labels were not updated after editing a thing.
Fixed, Things mode: selection labels were positioned incorrectly on things with FixedSize setting.
Fixed, Sectors mode: fixed a crash when selecting self-referencing sector when selection labels were enabled.
Fixed, Visual mode: in some cases Auto-align texture actions were not working when "use long texture names" Map Options setting was enabled.
Fixed, MD2/MD3 loader: available animation frames upper bound check was performed incorrectly, which would cause a crash in some very special cases.
Fixed, Game configurations: most Hexen/ZDoom teleport actions use TeleportDests as teleport targets, not MapSpots.
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//TODO: find out why ef can be not updated at this point
//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
if ( ef . Floor = = null | | ef . Ceiling = = null ) ef . Update ( ) ;
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int num = polygons . Count ;
for ( int pi = 0 ; pi < num ; pi + + )
{
// Split by floor plane of 3D floor
WallPolygon p = polygons [ pi ] ;
WallPolygon np = SplitPoly ( ref p , ef . Ceiling . plane , true ) ;
if ( np . Count > 0 )
{
// Split part below floor by the ceiling plane of 3D floor
// and keep only the part below the ceiling (front)
SplitPoly ( ref np , ef . Floor . plane , true ) ;
if ( p . Count = = 0 )
{
polygons [ pi ] = np ;
}
else
{
polygons [ pi ] = p ;
polygons . Add ( np ) ;
}
}
else
{
polygons [ pi ] = p ;
}
}
}
}
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// Process the polygon and create vertices
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if ( polygons . Count > 0 )
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{
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List < WorldVertex > verts = CreatePolygonVertices ( polygons , tp , sd , lightvalue , lightabsolute ) ;
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if ( verts . Count > 2 )
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{
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if ( extrafloor . Sloped3dFloor ) this . RenderPass = RenderPass . Mask ; //mxd
else if ( extrafloor . RenderAdditive ) this . RenderPass = RenderPass . Additive ; //mxd
else if ( ( extrafloor . Alpha < 255 ) | | Texture . IsTranslucent ) this . RenderPass = RenderPass . Alpha ; // [ZZ] translucent texture should trigger Alpha pass
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else this . RenderPass = RenderPass . Mask ;
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if ( extrafloor . Alpha < 255 )
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{
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// Apply alpha to vertices
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byte alpha = ( byte ) General . Clamp ( extrafloor . Alpha , 0 , 255 ) ;
if ( alpha < 255 )
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{
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for ( int i = 0 ; i < verts . Count ; i + + )
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{
WorldVertex v = verts [ i ] ;
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v . c = PixelColor . FromInt ( v . c ) . WithAlpha ( alpha ) . ToInt ( ) ;
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verts [ i ] = v ;
}
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}
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}
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base . SetVertices ( verts ) ;
return true ;
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}
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}
}
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base . SetVertices ( null ) ; //mxd
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return false ;
}
#endregion
#region = = = = = = = = = = = = = = = = = = Methods
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// This performs a fast test in object picking (mxd)
public override bool PickFastReject ( Vector3D from , Vector3D to , Vector3D dir )
{
// Top and bottom are swapped in Vavoom-type 3d floors
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if ( extrafloor . VavoomType )
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return ( pickintersect . z > = top . GetZ ( pickintersect ) ) & & ( pickintersect . z < = bottom . GetZ ( pickintersect ) ) ;
return base . PickFastReject ( from , to , dir ) ;
}
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//mxd. Alpha based picking
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public override bool PickAccurate ( Vector3D from , Vector3D to , Vector3D dir , ref double u_ray )
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{
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if ( ! BuilderPlug . Me . AlphaBasedTextureHighlighting | | ! Texture . IsImageLoaded | | ( ! Texture . IsTranslucent & & ! Texture . IsMasked ) ) return base . PickAccurate ( from , to , dir , ref u_ray ) ;
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double u ;
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Sidedef sourceside = extrafloor . Linedef . Front ;
new Line2D ( from , to ) . GetIntersection ( Sidedef . Line . Line , out u ) ;
if ( Sidedef ! = Sidedef . Line . Front ) u = 1.0f - u ;
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// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
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int imageWidth = Texture . GetAlphaTestWidth ( ) ;
int imageHeight = Texture . GetAlphaTestHeight ( ) ;
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// Determine texture scale...
Vector2D imgscale = new Vector2D ( ( float ) Texture . Width / imageWidth , ( float ) Texture . Height / imageHeight ) ;
Vector2D texscale = ( Texture is HiResImage ) ? imgscale * Texture . Scale : Texture . Scale ;
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// Get correct offset to texture space...
double texoffsetx = Sidedef . OffsetX + sourceside . OffsetX + UniFields . GetFloat ( Sidedef . Fields , "offsetx_mid" ) + UniFields . GetFloat ( sourceside . Fields , "offsetx_mid" ) ;
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int ox = ( int ) Math . Floor ( ( u * Sidedef . Line . Length * UniFields . GetFloat ( sourceside . Fields , "scalex_mid" , 1.0f ) / texscale . x + ( texoffsetx / imgscale . x ) ) % imageWidth ) ;
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double texoffsety = Sidedef . OffsetY + sourceside . OffsetY + UniFields . GetFloat ( Sidedef . Fields , "offsety_mid" ) + UniFields . GetFloat ( sourceside . Fields , "offsety_mid" ) ;
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int oy = ( int ) Math . Ceiling ( ( ( pickintersect . z - sourceside . Sector . CeilHeight ) * UniFields . GetFloat ( sourceside . Fields , "scaley_mid" , 1.0f ) / texscale . y - ( texoffsety / imgscale . y ) ) % imageHeight ) ;
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// Make sure offsets are inside of texture dimensions...
if ( ox < 0 ) ox + = imageWidth ;
if ( oy < 0 ) oy + = imageHeight ;
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// Check pixel alpha
Point pixelpos = new Point ( General . Clamp ( ox , 0 , imageWidth - 1 ) , General . Clamp ( imageHeight - oy , 0 , imageHeight - 1 ) ) ;
return ( Texture . AlphaTestPixel ( pixelpos . X , pixelpos . Y ) & & base . PickAccurate ( @from , to , dir , ref u_ray ) ) ;
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}
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// Return texture name
public override string GetTextureName ( )
{
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//mxd
if ( ( extrafloor . Linedef . Args [ 2 ] & ( int ) Effect3DFloor . Flags . UseUpperTexture ) ! = 0 )
return Sidedef . HighTexture ;
if ( ( extrafloor . Linedef . Args [ 2 ] & ( int ) Effect3DFloor . Flags . UseLowerTexture ) ! = 0 )
return Sidedef . LowTexture ;
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return extrafloor . Linedef . Front . MiddleTexture ;
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}
// This changes the texture
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 . SetTextureHigh ( texturename ) ;
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if ( ( extrafloor . Linedef . Args [ 2 ] & ( int ) Effect3DFloor . Flags . UseLowerTexture ) ! = 0 )
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Sidedef . SetTextureLow ( texturename ) ;
else
extrafloor . Linedef . Front . SetTextureMid ( texturename ) ;
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General . Map . Data . UpdateUsedTextures ( ) ;
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//mxd. Update model sector
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mode . GetVisualSector ( extrafloor . Linedef . Front . Sector ) . UpdateSectorGeometry ( false ) ;
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}
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protected override void SetTextureOffsetX ( int x )
{
Sidedef . Fields . BeforeFieldsChange ( ) ;
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Sidedef . Fields [ "offsetx_mid" ] = new UniValue ( UniversalType . Float , ( double ) x ) ;
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}
protected override void SetTextureOffsetY ( int y )
{
Sidedef . Fields . BeforeFieldsChange ( ) ;
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Sidedef . Fields [ "offsety_mid" ] = new UniValue ( UniversalType . Float , ( double ) y ) ;
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}
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protected override void MoveTextureOffset ( int offsetx , int offsety )
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{
Sidedef . Fields . BeforeFieldsChange ( ) ;
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// SRB2 aligns the source side's Y offset instead of the in-level sidedef
Sidedef sourceside = extrafloor . Linedef . Front ;
sourceside . Fields . BeforeFieldsChange ( ) ;
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bool worldpanning = this . Texture . WorldPanning | | General . Map . Data . MapInfo . ForceWorldPanning ;
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double oldx = Sidedef . Fields . GetValue ( "offsetx_mid" , 0.0 ) ;
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double oldy = sourceside . Fields . GetValue ( "offsety_mid" , 0.0 ) ;
double scalex = sourceside . Fields . GetValue ( "scalex_mid" , 1.0 ) ;
double scaley = sourceside . Fields . GetValue ( "scaley_mid" , 1.0 ) ;
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bool textureloaded = ( Texture ! = null & & Texture . IsImageLoaded ) ; //mxd
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double width = textureloaded ? ( worldpanning ? this . Texture . ScaledWidth / scalex : this . Texture . Width ) : - 1 ; // biwa
double height = textureloaded ? ( worldpanning ? this . Texture . ScaledHeight / scaley : this . Texture . Height ) : - 1 ; // biwa
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Sidedef . Fields [ "offsetx_mid" ] = new UniValue ( UniversalType . Float , GetNewTexutreOffset ( oldx , offsetx , width ) ) ; //mxd // biwa
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sourceside . Fields [ "offsety_mid" ] = new UniValue ( UniversalType . Float , GetNewTexutreOffset ( oldy , offsety , height ) ) ; //mxd // biwa
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}
protected override Point GetTextureOffset ( )
{
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double oldx = Sidedef . Fields . GetValue ( "offsetx_mid" , 0.0 ) ;
double oldy = Sidedef . Fields . GetValue ( "offsety_mid" , 0.0 ) ;
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return new Point ( ( int ) oldx , ( int ) oldy ) ;
}
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//mxd
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public override Linedef GetControlLinedef ( )
{
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return extrafloor . Linedef ;
}
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//mxd
public override void OnTextureFit ( FitTextureOptions options )
{
if ( ! General . Map . UDMF ) return ;
if ( string . IsNullOrEmpty ( extrafloor . Linedef . Front . MiddleTexture ) | | extrafloor . Linedef . Front . MiddleTexture = = "-" | | ! Texture . IsImageLoaded ) return ;
FitTexture ( options ) ;
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// Update the model sector to update all 3d floors
mode . GetVisualSector ( extrafloor . Linedef . Front . Sector ) . UpdateSectorGeometry ( false ) ;
}
//mxd. Only control sidedef scale is used by GZDoom
public override void OnChangeScale ( int incrementX , int incrementY )
{
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if ( ! General . Map . UDMF | | Texture = = null | | ! Texture . IsImageLoaded ) return ;
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if ( ( General . Map . UndoRedo . NextUndo = = null ) | | ( General . Map . UndoRedo . NextUndo . TicketID ! = undoticket ) )
undoticket = mode . CreateUndo ( "Change wall scale" ) ;
Sidedef target = extrafloor . Linedef . Front ;
if ( target = = null ) return ;
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double scaleX = target . Fields . GetValue ( "scalex_mid" , 1.0 ) ;
double scaleY = target . Fields . GetValue ( "scaley_mid" , 1.0 ) ;
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target . Fields . BeforeFieldsChange ( ) ;
if ( incrementX ! = 0 )
{
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double pix = ( int ) Math . Round ( Texture . Width * scaleX ) - incrementX ;
double newscaleX = Math . Round ( pix / Texture . Width , 3 ) ;
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scaleX = ( newscaleX = = 0 ? scaleX * - 1 : newscaleX ) ;
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UniFields . SetFloat ( target . Fields , "scalex_mid" , scaleX , 1.0 ) ;
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}
if ( incrementY ! = 0 )
{
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double pix = ( int ) Math . Round ( Texture . Height * scaleY ) - incrementY ;
double newscaleY = Math . Round ( pix / Texture . Height , 3 ) ;
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scaleY = ( newscaleY = = 0 ? scaleY * - 1 : newscaleY ) ;
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UniFields . SetFloat ( target . Fields , "scaley_mid" , scaleY , 1.0 ) ;
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}
// Update the model sector to update all 3d floors
mode . GetVisualSector ( extrafloor . Linedef . Front . Sector ) . UpdateSectorGeometry ( false ) ;
// Display result
mode . SetActionResult ( "Wall scale changed to " + scaleX . ToString ( "F03" , CultureInfo . InvariantCulture ) + ", " + scaleY . ToString ( "F03" , CultureInfo . InvariantCulture ) + " (" + ( int ) Math . Round ( Texture . Width / scaleX ) + " x " + ( int ) Math . Round ( Texture . Height / scaleY ) + ")." ) ;
}
//mxd
protected override void ResetTextureScale ( )
{
Sidedef target = extrafloor . Linedef . Front ;
target . Fields . BeforeFieldsChange ( ) ;
if ( target . Fields . ContainsKey ( "scalex_mid" ) ) target . Fields . Remove ( "scalex_mid" ) ;
if ( target . Fields . ContainsKey ( "scaley_mid" ) ) target . Fields . Remove ( "scaley_mid" ) ;
}
//mxd
public override void OnResetTextureOffset ( )
{
base . OnResetTextureOffset ( ) ;
// Update the model sector to update all 3d floors
mode . GetVisualSector ( extrafloor . Linedef . Front . Sector ) . UpdateSectorGeometry ( false ) ;
}
//mxd
public override void OnResetLocalTextureOffset ( )
{
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if ( ! General . Map . UDMF | | ! General . Map . Config . UseLocalSidedefTextureOffsets )
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{
OnResetTextureOffset ( ) ;
return ;
}
base . OnResetLocalTextureOffset ( ) ;
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// Update the model sector to update all 3d floors
mode . GetVisualSector ( extrafloor . Linedef . Front . Sector ) . UpdateSectorGeometry ( false ) ;
}
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#endregion
}
}