UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualMiddleSingle.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 VisualMiddleSingle : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
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#region ================== Variables
#endregion
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#region ================== Properties
#endregion
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#region ================== Constructor / Setup
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// Constructor
public VisualMiddleSingle(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
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// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
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Vector2D vl, vr;
// 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
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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// Texture given?
if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
{
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// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null)
{
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base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
else
{
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if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongMiddleTexture;
}
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}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
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// 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)
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// 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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TexturePlane tp = new TexturePlane();
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float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the middle texture is bound to the bottom
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tp.tlt.y = tsz.y - (float)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
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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.Sector.CeilHeight - ((float)Sidedef.Sector.FloorHeight + floorbias));
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// 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);
}
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// Transform pixel coordinates to texture coordinates
tp.tlt /= tsz;
tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, (float)Sidedef.Sector.CeilHeight);
tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Sector.FloorHeight + floorbias);
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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);
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// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
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for(int i = 1; i < sd.Levels.Count; i++)
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{
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SectorLevel l = sd.Levels[i];
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(l.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Create initial polygon, which is just a quad between floor and ceiling
List<Vector3D> poly = new List<Vector3D>();
poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
// Now we go for all light planes to splice this polygon
for(int k = 0; k < sd.Levels.Count; k++)
{
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SectorLevel ol = sd.Levels[k];
if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor))
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{
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SlicePoly(poly, ol.plane, (k >= i));
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}
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}
// 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.
// The polygon is convex and clockwise, so this is a piece of cake.
if(poly.Count >= 3)
{
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]));
verts.Add(new WorldVertex(poly[k], c, texc[k]));
verts.Add(new WorldVertex(poly[k + 1], c, texc[k + 1]));
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}
}
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}
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if(verts.Count > 0)
{
base.SetVertices(verts);
return true;
}
else
{
return false;
}
}
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#endregion
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#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
}
}