@ work on (G)ZDoom Editing plugin

This commit is contained in:
codeimp 2010-09-09 21:16:16 +00:00
parent 4b0c30cad2
commit c502b02aa6
9 changed files with 290 additions and 258 deletions

View file

@ -2443,16 +2443,15 @@ hexen
arg1
{
title = "Type";
type = 11;
type = 12;
enum
{
0 = "Vavoom-Style";
1 = "Solid";
2 = "Swimmable";
3 = "Non-Solid";
4 = "Render-Inside";
16 = "Inverted Visibility Rules";
32 = "Shootability Rules";
4 = "Render inside";
16 = "Inverted visibility rules";
32 = "Inverted shootability rules";
}
}
arg2

View file

@ -108,7 +108,49 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
u_ray = pickrayu;
return true;
}
// This slices a polygon with a plane and keeps only a certain part of the polygon
protected void SlicePoly(List<Vector3D> poly, Plane p, bool keepfront)
{
const float NEAR_ZERO = 0.01f;
// 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++)
{
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);
}
}
// Now we discard all vertices on the back side of the plane
int k = poly.Count - 1;
while(k >= 0)
{
float side = p.Distance(poly[k]);
if(((side < -NEAR_ZERO) && keepfront) || ((side > NEAR_ZERO) && !keepfront))
poly.RemoveAt(k);
k--;
}
}
#endregion
#region ================== Events

View file

@ -118,6 +118,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
if(isbuilding) return;
isbuilding = true;
levels.Clear();
foreach(Linedef l in linedefs)
{
// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
@ -199,11 +201,18 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
SectorLevel f = new SectorLevel(sd.Floor);
SectorLevel c = new SectorLevel(sd.Ceiling);
// For non-vavoom types, we must switch the level types
if((l.Args[1] & 0x03) != 0)
{
f.type = SectorLevelType.Ceiling;
c.type = SectorLevelType.Floor;
}
// A 3D floor's color is always that of the sector it is placed in
f.color = 0;
// Do not adjust light?
if((l.Args[2] & 1) != 0)
// Do not adjust light? (works only for non-vavoom types)
if(((l.Args[2] & 1) != 0) && ((l.Args[1] & 0x03) != 0))
{
f.brightnessbelow = -1;
f.colorbelow = PixelColor.FromInt(0);
@ -297,6 +306,10 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Sort the levels
levels.Sort();
// Floor is always first, ceiling always last
levels.Add(ceiling);
levels.Insert(0, floor);
// Now that we know the levels in this sector (and in the right order) we
// can determine the lighting in between and on the levels.

View file

@ -32,7 +32,7 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
Vector3D v31 = vrb - vlt;
Vector3D v21 = vrt - vlt;
Vector3D vp1 = p - vlt;
// Compute dot products
float d00 = Vector3D.DotProduct(v31, v31);
float d01 = Vector3D.DotProduct(v31, v21);

View file

@ -174,9 +174,10 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
/*
if(level.plane.Distance(from) < 0.0f)
// Check if our ray starts at the correct side of the plane
if(level.plane.Distance(from) > 0.0f)
{
// Calculate the intersection
if(level.plane.GetIntersection(from, to, ref pickrayu))
{
if(pickrayu > 0.0f)
@ -190,7 +191,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
}
}
}
*/
return false;
}

View file

@ -61,10 +61,25 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
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
SectorData sd = Sector.Data;
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Built) osd.BuildLevels(mode);
@ -91,7 +106,7 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
@ -99,15 +114,18 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// 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 = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
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);
tp.trb.y = tp.tlt.y + ((float)Sidedef.Other.Sector.FloorHeight - ((float)Sidedef.Sector.FloorHeight + floorbias));
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
@ -119,64 +137,48 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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);
}
tp.vlt = new Vector3D(vl.x, vl.y, (float)Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Sector.FloorHeight + floorbias);
// 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);
Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
if(Sidedef.Index == 215)
{
int g = 5;
}
// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
for(int i = 0; i < (sd.Levels.Count - 1); i++)
for(int i = 1; i < sd.Levels.Count; i++)
{
SectorLevel lb = sd.Levels[i];
SectorLevel lt = sd.Levels[i + 1];
SectorLevel l = sd.Levels[i];
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness);
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(l.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Create initial polygon between the two planes
// Create initial polygon, which is just a quad between floor and ceiling
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)));
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)));
// Slice off the part above the other plane
SlicePoly(poly, osd.Floor.plane, false);
SlicePoly(poly, osd.Ceiling.plane, true);
// Now we go for all planes to splice this polygon
// Now we go for all light 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));
SectorLevel ol = sd.Levels[k];
if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor))
{
SlicePoly(poly, ol.plane, (k >= i));
}
}
// Find texture coordinates for each vertex in the polygon
@ -184,7 +186,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
foreach(Vector3D v in poly)
texc.Add(tp.GetTextureCoordsAt(v));
// Now we create triangles from the polygon
// 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++)
@ -207,48 +210,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
}
}
// 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)
{
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++)
{
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);
}
}
// Now we discard all vertices on the back side of the plane
int k = poly.Count - 1;
while(k >= 0)
{
float side = p.Distance(poly[k]);
if(((side < -NEAR_ZERO) && keepfront) || ((side > NEAR_ZERO) && !keepfront))
poly.RemoveAt(k);
k--;
}
}
#endregion
#region ================== Methods

View file

@ -65,6 +65,21 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
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
SectorData sd = mode.GetSectorData(Sidedef.Sector);
// Texture given?
@ -97,14 +112,17 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// 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 = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the middle texture is bound to the bottom
tp.tlt.y = tsz.y - (float)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (float)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Sector.FloorHeight + floorbias));
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
@ -123,94 +141,54 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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.Sector.CeilHeight);
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.Sector.CeilHeight);
tp.vrb = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.FloorHeight);
}
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);
// 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);
//
// - Geometry is horizontally split and ranges from one layer down to the next layer.
// This is repeated for all layers.
//
// - When the two layers intersect over Z, the geometry should not span the entire
// width, but only up to the split position. The back side will handle the other
// side of the split, if needed.
//
// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
for(int i = 0; i < (sd.Levels.Count - 1); i++)
for(int i = 1; i < sd.Levels.Count; i++)
{
SectorLevel lb = sd.Levels[i];
SectorLevel lt = sd.Levels[i + 1];
if(lt.type != SectorLevelType.Floor)
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++)
{
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Get corner heights on the two planes
float lbl = lb.plane.GetZ(tp.vlt);
float lbr = lb.plane.GetZ(tp.vrt);
float ltl = lt.plane.GetZ(tp.vlt);
float ltr = lt.plane.GetZ(tp.vrt);
// Make coordinates for the corners
Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl);
Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl);
Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr);
Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr);
// Compare corner heights to see if we should split
if((lbl < ltl) && (lbr >= ltr))
SectorLevel ol = sd.Levels[k];
if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor))
{
// Split vertically with geometry on the left
float u_ray = 1.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
SlicePoly(poly, ol.plane, (k >= i));
}
else if((lbl >= ltl) && (lbr < ltr))
}
// 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++)
{
// Split vertically with geometry on the right
float u_ray = 0.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
else if((lbl < ltl) && (lbr < ltr))
{
// Span entire width
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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]));
}
}
}

View file

@ -66,107 +66,146 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
// Calculate size of this wall part
float geotop = (float)Sidedef.Sector.CeilHeight;
float geobottom = (float)Sidedef.Other.Sector.CeilHeight;
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
Vector2D vl, vr;
// Left and right vertices for this sidedef
if(Sidedef.IsFront)
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
// Texture given?
if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
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 = Sector.Data;
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Built) osd.BuildLevels(mode);
// Texture given?
if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
if(base.Texture == null)
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongHighTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongHighTexture;
}
}
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
// See http://doom.wikia.com/wiki/Texture_alignment
// We just use pixels for coordinates for now
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// When upper unpegged is NOT set, the upper texture is bound to the bottom
t1.y = tsz.y - geoheight;
}
t2.x = t1.x + Sidedef.Line.Length;
t2.y = t1.y + geoheight;
// Apply texture offset
if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
{
t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
setuponloadedtexture = Sidedef.LongHighTexture;
}
else
{
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongHighTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
// 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)
// 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 ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.CeilHeight);
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Other.Sector.CeilHeight + ceilbias));
// 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
tp.vlt = new Vector3D(vl.x, vl.y, (float)Sidedef.Sector.CeilHeight);
tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Other.Sector.CeilHeight + ceilbias);
// 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);
// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
for(int i = 1; i < sd.Levels.Count; i++)
{
SectorLevel l = sd.Levels[i];
// Keep properties
base.top = geotop;
base.bottom = geobottom;
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(l.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Apply vertices
// 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)));
// Slice off the part below the other plane
SlicePoly(poly, osd.Ceiling.plane, false);
// Now we go for all light planes to splice this polygon
for(int k = 0; k < sd.Levels.Count; k++)
{
SectorLevel ol = sd.Levels[k];
if((ol != sd.Floor) && (ol != sd.Ceiling) && (ol.type != SectorLevelType.Floor))
{
SlicePoly(poly, ol.plane, (k >= i));
}
}
// 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++)
{
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]));
}
}
}
if(verts.Count > 0)
{
base.SetVertices(verts);
return true;
}
else
{
// No geometry for invisible wall
base.top = geotop;
base.bottom = geobottom;
WorldVertex[] verts = new WorldVertex[0];
base.SetVertices(verts);
return false;
}
}

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