UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualMiddle3D.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.Generic;
using System.Drawing;
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;
using CodeImp.DoomBuilder.Data;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
internal sealed class VisualMiddle3D : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
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private 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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{
//mxd
Visual mode: "Fit Textures" action can now fit textures across multiple selected surfaces. A number of times to repeat a texture can now be specified. Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
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geometrytype = VisualGeometryType.WALL_MIDDLE_3D;
partname = "mid";
// 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;
//mxd. Extrafloor may've become invalid during undo/redo...
if(sourceside == null) return false;
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
sourceside.Fields.GetValue("scaley_mid", 1.0f));
Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
Sidedef.Fields.GetValue("offsety_mid", 0.0f));
Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
sourceside.Fields.GetValue("offsety_mid", 0.0f));
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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?
long textureLong = 0;
if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
{
if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongHighTexture;
}
else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
{
if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongLowTexture;
}
else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
{
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textureLong = sourceside.LongMiddleTexture;
}
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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);
if(base.Texture == null || base.Texture is UnknownImage)
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{
base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = textureLong;
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}
else
{
if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = textureLong;
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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);
tsz = tsz / tscale;
// Get texture offsets
Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
tof = tof + toffset1 + toffset2;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
// We choose here.
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
float 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!
TexturePlane tp = new TexturePlane();
float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
tp.tlt += tof;
tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
tp.tlt /= tsz;
tp.trb /= tsz;
// Left top and right bottom of the geometry that
tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + 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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//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
float flo = sdo.Floor.plane.GetZ(vl);
float fro = sdo.Floor.plane.GetZ(vr);
float clo = sdo.Ceiling.plane.GetZ(vl);
float cro = sdo.Ceiling.plane.GetZ(vr);
float fle = sd.Floor.plane.GetZ(vl);
float fre = sd.Floor.plane.GetZ(vr);
float cle = sd.Ceiling.plane.GetZ(vl);
float cre = sd.Ceiling.plane.GetZ(vr);
float fl = flo > fle ? flo : fle;
float fr = fro > fre ? fro : fre;
float cl = clo < cle ? clo : cle;
float 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
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd. This calculates light with doom-style wall shading
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon> { poly };
bool translucent = (extrafloor.RenderAdditive || extrafloor.Alpha < 255);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//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)
{
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
if(polygons.Count > 0)
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{
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
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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) this.RenderPass = RenderPass.Alpha;
else this.RenderPass = RenderPass.Mask;
if(extrafloor.Alpha < 255)
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{
// Apply alpha to vertices
byte alpha = (byte)General.Clamp(extrafloor.Alpha, 0, 255);
if(alpha < 255)
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{
for(int i = 0; i < verts.Count; i++)
{
WorldVertex v = verts[i];
v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt();
verts[i] = v;
}
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}
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}
base.SetVertices(verts);
return true;
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}
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}
}
base.SetVertices(null); //mxd
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return false;
}
#endregion
#region ================== Methods
// 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
if(extrafloor.VavoomType)
return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
return base.PickFastReject(from, to, dir);
}
//mxd. Alpha based picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
if(!Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
float u;
Sidedef sourceside = extrafloor.Linedef.Front;
new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u);
if(Sidedef != Sidedef.Line.Front) u = 1.0f - u;
// Get correct offset to texture space...
float texoffsetx = Sidedef.OffsetX + sourceside.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid") + UniFields.GetFloat(sourceside.Fields, "offsetx_mid");
int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(sourceside.Fields, "scalex_mid", 1.0f) / Texture.Scale.x + texoffsetx) % Texture.Width);
float texoffsety = Sidedef.OffsetY + sourceside.OffsetY + UniFields.GetFloat(Sidedef.Fields, "offsety_mid") + UniFields.GetFloat(sourceside.Fields, "offsety_mid");
int oy = (int)Math.Ceiling(((pickintersect.z - sourceside.Sector.CeilHeight) * UniFields.GetFloat(sourceside.Fields, "scaley_mid", 1.0f) / Texture.Scale.y - texoffsety) % Texture.Height);
// Make sure offsets are inside of texture dimensions...
if(ox < 0) ox += Texture.Width;
if(oy < 0) oy += Texture.Height;
// Check pixel alpha
if(Texture.GetBitmap().GetPixel(General.Clamp(ox, 0, Texture.Width - 1), General.Clamp(Texture.Height - oy, 0, Texture.Height - 1)).A > 0)
{
return base.PickAccurate(from, to, dir, ref u_ray);
}
return false;
}
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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
if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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Sidedef.SetTextureHigh(texturename);
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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this.Sector.Rebuild();
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//mxd. Other sector also may require updating
SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
if(sd.ExtraFloors.Count > 0)
((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
//mxd. As well as model sector
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();
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + xy.X);
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + xy.Y);
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}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
public override Linedef GetControlLinedef()
{
return extrafloor.Linedef;
}
//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);
Setup();
// Update the model sector to update all 3d floors
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
}
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#endregion
}
}