#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 VisualLower : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualLower(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { SectorData sd = Sector.Data; SectorData osd = mode.GetSectorData(Sidedef.Other.Sector); if(!osd.Built) osd.BuildLevels(mode); // Texture given? if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture); if(base.Texture == null) { base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = Sidedef.LongLowTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = Sidedef.LongLowTexture; } } 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 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) TexturePlane tp = new TexturePlane(); 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); // 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 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); } // 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 verts = new List(); for(int i = 0; i < (sd.Levels.Count - 1); i++) { SectorLevel lb = sd.Levels[i]; SectorLevel lt = sd.Levels[i + 1]; PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow)); PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness); int c = wallcolor.WithAlpha(255).ToInt(); // Create initial polygon between the two planes List poly = new List(); 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))); // Slice off the part above the other plane SlicePoly(poly, osd.Floor.plane, false); // Now we go for all 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)); } // Find texture coordinates for each vertex in the polygon List texc = new List(poly.Count); foreach(Vector3D v in poly) texc.Add(tp.GetTextureCoordsAt(v)); // Now we create triangles from the polygon 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 { return false; } } // This slices a polygon with a plane and keeps only a certain part of the polygon private void SlicePoly(List 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 // Return texture name public override string GetTextureName() { return this.Sidedef.LowTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sidedef.SetTextureLow(texturename); General.Map.Data.UpdateUsedTextures(); this.Setup(); } #endregion } }