#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 CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Windows; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.VisualModes; using System.Drawing; #endregion namespace CodeImp.DoomBuilder.GZDoomEditing { internal abstract class BaseVisualGeometrySidedef : VisualGeometry, IVisualEventReceiver { #region ================== Constants private const float DRAG_ANGLE_TOLERANCE = 0.06f; #endregion #region ================== Variables protected BaseVisualMode mode; protected Plane top; protected Plane bottom; protected long setuponloadedtexture; // UV dragging private float dragstartanglexy; private float dragstartanglez; private Vector3D dragorigin; private Vector3D deltaxy; private Vector3D deltaz; private int startoffsetx; private int startoffsety; protected bool uvdragging; private int prevoffsetx; // We have to provide delta offsets, but I don't private int prevoffsety; // want to calculate with delta offsets to prevent // inaccuracy in the dragging. // Undo/redo private int undoticket; #endregion #region ================== Properties public bool IsDraggingUV { get { return uvdragging; } } new public BaseVisualSector Sector { get { return (BaseVisualSector)base.Sector; } } #endregion #region ================== Constructor / Destructor // Constructor for sidedefs public BaseVisualGeometrySidedef(BaseVisualMode mode, VisualSector vs, Sidedef sd) : base(vs, sd) { this.mode = mode; this.deltaz = new Vector3D(0.0f, 0.0f, 1.0f); this.deltaxy = (sd.Line.End.Position - sd.Line.Start.Position) * sd.Line.LengthInv; if(!sd.IsFront) this.deltaxy = -this.deltaxy; } #endregion #region ================== Methods // This sets the renderstyle from linedef information and returns the alpha value or the vertices protected byte SetLinedefRenderstyle(bool solidasmask) { byte alpha = 255; // From TranslucentLine action if(Sidedef.Line.Action == 208) { alpha = (byte)General.Clamp(Sidedef.Line.Args[1], 0, 255); if(Sidedef.Line.Args[2] == 1) this.RenderPass = RenderPass.Additive; else if(alpha < 255) this.RenderPass = RenderPass.Alpha; else if(solidasmask) this.RenderPass = RenderPass.Mask; else this.RenderPass = RenderPass.Solid; } else { // From UDMF field string field = Sidedef.Line.Fields.GetValue("renderstyle", "translucent"); alpha = (byte)(Sidedef.Line.Fields.GetValue("alpha", 1.0f) * 255.0f); if(field == "add") this.RenderPass = RenderPass.Additive; else if(alpha < 255) this.RenderPass = RenderPass.Alpha; else if(solidasmask) this.RenderPass = RenderPass.Mask; else this.RenderPass = RenderPass.Solid; } return alpha; } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // Check if intersection point is between top and bottom return (pickintersect.z >= bottom.GetZ(pickintersect)) && (pickintersect.z <= top.GetZ(pickintersect)); } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { // The fast reject pass is already as accurate as it gets, // so we just return the intersection distance here u_ray = pickrayu; return true; } // This creates vertices from a wall polygon and applies lighting protected List CreatePolygonVertices(WallPolygon poly, TexturePlane tp, SectorData sd, int lightvalue, bool lightabsolute) { List polygons = new List(2); List verts = new List(); polygons.Add(poly); // Go for all levels to build geometry for(int i = sd.LightLevels.Count - 1; i >= 0; i--) { SectorLevel l = sd.LightLevels[i]; if((l != sd.Floor) && (l != sd.Ceiling) && (l.type != SectorLevelType.Floor)) { // Go for all polygons int num = polygons.Count; for(int pi = 0; pi < num; pi++) { // Split by plane WallPolygon p = polygons[pi]; WallPolygon np = SplitPoly(ref p, l.plane, false); if(np.Count > 0) { // Determine color int lightlevel = lightabsolute ? lightvalue : l.brightnessbelow + lightvalue; PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel)); PixelColor wallcolor = PixelColor.Modulate(l.colorbelow, wallbrightness); np.color = wallcolor.WithAlpha(255).ToInt(); if(p.Count == 0) { polygons[pi] = np; } else { polygons[pi] = p; polygons.Add(np); } } else { polygons[pi] = p; } } } } // Go for all polygons to make geometry foreach(WallPolygon p in polygons) { // Find texture coordinates for each vertex in the polygon List texc = new List(p.Count); foreach(Vector3D v in p) 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(p.Count >= 3) { for(int k = 1; k < (p.Count - 1); k++) { verts.Add(new WorldVertex(p[0], p.color, texc[0])); verts.Add(new WorldVertex(p[k], p.color, texc[k])); verts.Add(new WorldVertex(p[k + 1], p.color, texc[k + 1])); } } } return verts; } // This splits a polygon with a plane and returns the other part as a new polygon // The polygon is expected to be convex and clockwise protected WallPolygon SplitPoly(ref WallPolygon poly, Plane p, bool keepfront) { const float NEAR_ZERO = 0.01f; WallPolygon front = new WallPolygon(poly.Count); WallPolygon back = new WallPolygon(poly.Count); poly.CopyProperties(front); poly.CopyProperties(back); if(poly.Count > 0) { // Go for all vertices to see which side they have to be on Vector3D v1 = poly[poly.Count - 1]; float side1 = p.Distance(v1); for(int i = 0; i < poly.Count; i++) { // Fetch vertex and determine side Vector3D v2 = poly[i]; float side2 = p.Distance(v2); // Front? if(side2 > NEAR_ZERO) { if(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; front.Add(v3); back.Add(v3); } front.Add(v2); } // Back? else if(side2 < -NEAR_ZERO) { if(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; front.Add(v3); back.Add(v3); } back.Add(v2); } else { // On the plane, add to both polygons front.Add(v2); back.Add(v2); } // Next v1 = v2; side1 = side2; } } if(keepfront) { poly = front; return back; } else { poly = back; return front; } } // This crops a polygon with a plane and keeps only a certain part of the polygon protected void CropPoly(ref WallPolygon poly, Plane p, bool keepfront) { const float NEAR_ZERO = 0.01f; float sideswitch = keepfront ? 1 : -1; WallPolygon newp = new WallPolygon(poly.Count); poly.CopyProperties(newp); if(poly.Count > 0) { // First split lines that cross the plane so that we have vertices on the plane where the lines cross Vector3D v1 = poly[poly.Count - 1]; float side1 = p.Distance(v1) * sideswitch; for(int i = 0; i < poly.Count; i++) { // Fetch vertex and determine side Vector3D v2 = poly[i]; float side2 = p.Distance(v2) * sideswitch; // Front? if(side2 > NEAR_ZERO) { if(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; newp.Add(v3); } newp.Add(v2); } // Back? else if(side2 < -NEAR_ZERO) { if(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; newp.Add(v3); } } else { // On the plane newp.Add(v2); } // Next v1 = v2; side1 = side2; } } poly = newp; } #endregion #region ================== Events // Unused public virtual void OnEditBegin() { } protected virtual void SetTexture(string texturename) { } public abstract bool Setup(); // Insert middle texture public virtual void OnInsert() { // No middle texture yet? if(!Sidedef.MiddleRequired() && (string.IsNullOrEmpty(Sidedef.MiddleTexture) || (Sidedef.MiddleTexture[0] == '-'))) { // Make it now mode.CreateUndo("Create middle texture"); mode.SetActionResult("Created middle texture."); General.Settings.FindDefaultDrawSettings(); Sidedef.SetTextureMid(General.Settings.DefaultTexture); // Update Sector.Changed = true; // Other side as well if(string.IsNullOrEmpty(Sidedef.Other.MiddleTexture) || (Sidedef.Other.MiddleTexture[0] == '-')) { Sidedef.Other.SetTextureMid(General.Settings.DefaultTexture); // Update VisualSector othersector = mode.GetVisualSector(Sidedef.Other.Sector); if(othersector is BaseVisualSector) (othersector as BaseVisualSector).Changed = true; } } } // Delete texture public virtual void OnDelete() { // Remove texture mode.CreateUndo("Delete texture"); mode.SetActionResult("Deleted a texture."); SetTexture("-"); // Update Sector.Changed = true; } // Processing public virtual void OnProcess(double deltatime) { // If the texture was not loaded, but is loaded now, then re-setup geometry if(setuponloadedtexture != 0) { ImageData t = General.Map.Data.GetTextureImage(setuponloadedtexture); if(t != null) { if(t.IsImageLoaded) { setuponloadedtexture = 0; Setup(); } } } } // Change target height public virtual void OnChangeTargetHeight(int amount) { switch(BuilderPlug.Me.ChangeHeightBySidedef) { // Change ceiling case 1: if(!this.Sector.Ceiling.Changed) this.Sector.Ceiling.OnChangeTargetHeight(amount); break; // Change floor case 2: if(!this.Sector.Floor.Changed) this.Sector.Floor.OnChangeTargetHeight(amount); break; // Change both case 3: if(!this.Sector.Floor.Changed) this.Sector.Floor.OnChangeTargetHeight(amount); if(!this.Sector.Ceiling.Changed) this.Sector.Ceiling.OnChangeTargetHeight(amount); break; } } // Reset texture offsets public virtual void OnResetTextureOffset() { mode.CreateUndo("Reset texture offsets"); mode.SetActionResult("Texture offsets reset."); // Apply offsets Sidedef.OffsetX = 0; Sidedef.OffsetY = 0; // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); } // Toggle upper-unpegged public virtual void OnToggleUpperUnpegged() { if(this.Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag)) { // Remove flag mode.ApplyUpperUnpegged(false); } else { // Add flag mode.ApplyUpperUnpegged(true); } } // Toggle lower-unpegged public virtual void OnToggleLowerUnpegged() { if(this.Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) { // Remove flag mode.ApplyLowerUnpegged(false); } else { // Add flag mode.ApplyLowerUnpegged(true); } } // This sets the Upper Unpegged flag public virtual void ApplyUpperUnpegged(bool set) { if(!set) { // Remove flag mode.CreateUndo("Remove upper-unpegged setting"); mode.SetActionResult("Removed upper-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, false); } else { // Add flag mode.CreateUndo("Set upper-unpegged setting"); mode.SetActionResult("Set upper-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.UpperUnpeggedFlag, true); } // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); // Update other sidedef geometry if(Sidedef.Other != null) { BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector); parts = othersector.GetSidedefParts(Sidedef.Other); parts.SetupAllParts(); } } // This sets the Lower Unpegged flag public virtual void ApplyLowerUnpegged(bool set) { if(!set) { // Remove flag mode.CreateUndo("Remove lower-unpegged setting"); mode.SetActionResult("Removed lower-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, false); } else { // Add flag mode.CreateUndo("Set lower-unpegged setting"); mode.SetActionResult("Set lower-unpegged setting."); this.Sidedef.Line.SetFlag(General.Map.Config.LowerUnpeggedFlag, true); } // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); // Update other sidedef geometry if(Sidedef.Other != null) { BaseVisualSector othersector = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector); parts = othersector.GetSidedefParts(Sidedef.Other); parts.SetupAllParts(); } } // Flood-fill textures public virtual void OnTextureFloodfill() { if(BuilderPlug.Me.CopiedTexture != null) { string oldtexture = GetTextureName(); long oldtexturelong = Lump.MakeLongName(oldtexture); string newtexture = BuilderPlug.Me.CopiedTexture; if(newtexture != oldtexture) { mode.CreateUndo("Flood-fill textures with " + newtexture); mode.SetActionResult("Flood-filled textures with " + newtexture + "."); mode.Renderer.SetCrosshairBusy(true); General.Interface.RedrawDisplay(); // Get the texture ImageData newtextureimage = General.Map.Data.GetTextureImage(newtexture); if(newtextureimage != null) { if(mode.IsSingleSelection) { // Clear all marks, this will align everything it can General.Map.Map.ClearMarkedSidedefs(false); } else { // Limit the alignment to selection only General.Map.Map.ClearMarkedSidedefs(true); List sides = mode.GetSelectedSidedefs(); foreach(Sidedef sd in sides) sd.Marked = false; } // Do the alignment Tools.FloodfillTextures(this.Sidedef, oldtexturelong, newtextureimage, false); // Get the changed sidedefs List changes = General.Map.Map.GetMarkedSidedefs(true); foreach(Sidedef sd in changes) { // Update the parts for this sidedef! if(mode.VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } General.Map.Data.UpdateUsedTextures(); mode.Renderer.SetCrosshairBusy(false); mode.ShowTargetInfo(); } } } } // Auto-align texture X offsets public virtual void OnTextureAlign(bool alignx, bool aligny) { mode.CreateUndo("Auto-align textures"); mode.SetActionResult("Auto-aligned textures."); // Make sure the texture is loaded (we need the texture size) if(!base.Texture.IsImageLoaded) base.Texture.LoadImage(); if(mode.IsSingleSelection) { // Clear all marks, this will align everything it can General.Map.Map.ClearMarkedSidedefs(false); } else { // Limit the alignment to selection only General.Map.Map.ClearMarkedSidedefs(true); List sides = mode.GetSelectedSidedefs(); foreach(Sidedef sd in sides) sd.Marked = false; } // Do the alignment Tools.AutoAlignTextures(this.Sidedef, base.Texture, alignx, aligny, false); // Get the changed sidedefs List changes = General.Map.Map.GetMarkedSidedefs(true); foreach(Sidedef sd in changes) { // Update the parts for this sidedef! if(mode.VisualSectorExists(sd.Sector)) { BaseVisualSector vs = (mode.GetVisualSector(sd.Sector) as BaseVisualSector); VisualSidedefParts parts = vs.GetSidedefParts(sd); parts.SetupAllParts(); } } } // Select texture public virtual void OnSelectTexture() { if(General.Interface.IsActiveWindow) { string oldtexture = GetTextureName(); string newtexture = General.Interface.BrowseTexture(General.Interface, oldtexture); if(newtexture != oldtexture) { mode.ApplySelectTexture(newtexture, false); } } } // Apply Texture public virtual void ApplyTexture(string texture) { mode.CreateUndo("Change texture " + texture); SetTexture(texture); } // Paste texture public virtual void OnPasteTexture() { if(BuilderPlug.Me.CopiedTexture != null) { mode.CreateUndo("Paste texture " + BuilderPlug.Me.CopiedTexture); mode.SetActionResult("Pasted texture " + BuilderPlug.Me.CopiedTexture + "."); SetTexture(BuilderPlug.Me.CopiedTexture); } } // Paste texture offsets public virtual void OnPasteTextureOffsets() { mode.CreateUndo("Paste texture offsets"); Sidedef.OffsetX = BuilderPlug.Me.CopiedOffsets.X; Sidedef.OffsetY = BuilderPlug.Me.CopiedOffsets.Y; mode.SetActionResult("Pasted texture offsets " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + "."); // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); } // Copy texture public virtual void OnCopyTexture() { BuilderPlug.Me.CopiedTexture = GetTextureName(); if(General.Map.Config.MixTexturesFlats) BuilderPlug.Me.CopiedFlat = GetTextureName(); mode.SetActionResult("Copied texture " + GetTextureName() + "."); } // Copy texture offsets public virtual void OnCopyTextureOffsets() { BuilderPlug.Me.CopiedOffsets = new Point(Sidedef.OffsetX, Sidedef.OffsetY); mode.SetActionResult("Copied texture offsets " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + "."); } // Copy properties public virtual void OnCopyProperties() { BuilderPlug.Me.CopiedSidedefProps = new SidedefProperties(Sidedef); mode.SetActionResult("Copied sidedef properties."); } // Paste properties public virtual void OnPasteProperties() { if(BuilderPlug.Me.CopiedSidedefProps != null) { mode.CreateUndo("Paste sidedef properties"); mode.SetActionResult("Pasted sidedef properties."); BuilderPlug.Me.CopiedSidedefProps.Apply(Sidedef); // Update sectors on both sides BaseVisualSector front = (BaseVisualSector)mode.GetVisualSector(Sidedef.Sector); if(front != null) front.Changed = true; if(Sidedef.Other != null) { BaseVisualSector back = (BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector); if(back != null) back.Changed = true; } mode.ShowTargetInfo(); } } // Return texture name public virtual string GetTextureName() { return ""; } // Select button pressed public virtual void OnSelectBegin() { mode.LockTarget(); dragstartanglexy = General.Map.VisualCamera.AngleXY; dragstartanglez = General.Map.VisualCamera.AngleZ; dragorigin = pickintersect; startoffsetx = Sidedef.OffsetX; startoffsety = Sidedef.OffsetY; prevoffsetx = Sidedef.OffsetX; prevoffsety = Sidedef.OffsetY; } // Select button released public virtual void OnSelectEnd() { mode.UnlockTarget(); // Was dragging? if(uvdragging) { // Dragging stops now uvdragging = false; } else { // Add/remove selection if(this.selected) { this.selected = false; mode.RemoveSelectedObject(this); } else { this.selected = true; mode.AddSelectedObject(this); } } } // Edit button released public virtual void OnEditEnd() { if(General.Interface.IsActiveWindow) { List linedefs = mode.GetSelectedLinedefs(); DialogResult result = General.Interface.ShowEditLinedefs(linedefs); if(result == DialogResult.OK) { foreach(Linedef l in linedefs) { if(l.Front != null) { if(mode.VisualSectorExists(l.Front.Sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Front.Sector); vs.UpdateSectorGeometry(false); } } if(l.Back != null) { if(mode.VisualSectorExists(l.Back.Sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(l.Back.Sector); vs.UpdateSectorGeometry(false); } } } mode.RebuildElementData(); } } } // Mouse moves public virtual void OnMouseMove(MouseEventArgs e) { // Dragging UV? if(uvdragging) { UpdateDragUV(); } else { // Select button pressed? if(General.Actions.CheckActionActive(General.ThisAssembly, "visualselect")) { // Check if tolerance is exceeded to start UV dragging float deltaxy = General.Map.VisualCamera.AngleXY - dragstartanglexy; float deltaz = General.Map.VisualCamera.AngleZ - dragstartanglez; if((Math.Abs(deltaxy) + Math.Abs(deltaz)) > DRAG_ANGLE_TOLERANCE) { mode.PreAction(UndoGroup.TextureOffsetChange); mode.CreateUndo("Change texture offsets"); // Start drag now uvdragging = true; mode.Renderer.ShowSelection = false; mode.Renderer.ShowHighlight = false; UpdateDragUV(); } } } } // This is called to update UV dragging protected virtual void UpdateDragUV() { float u_ray; // Calculate intersection position Line2D ray = new Line2D(General.Map.VisualCamera.Position, General.Map.VisualCamera.Target); Sidedef.Line.Line.GetIntersection(ray, out u_ray); Vector3D intersect = General.Map.VisualCamera.Position + (General.Map.VisualCamera.Target - General.Map.VisualCamera.Position) * u_ray; // Calculate offsets Vector3D dragdelta = intersect - dragorigin; Vector3D dragdeltaxy = dragdelta * deltaxy; Vector3D dragdeltaz = dragdelta * deltaz; float offsetx = dragdeltaxy.GetLength(); float offsety = dragdeltaz.GetLength(); if((Math.Sign(dragdeltaxy.x) < 0) || (Math.Sign(dragdeltaxy.y) < 0) || (Math.Sign(dragdeltaxy.z) < 0)) offsetx = -offsetx; if((Math.Sign(dragdeltaz.x) < 0) || (Math.Sign(dragdeltaz.y) < 0) || (Math.Sign(dragdeltaz.z) < 0)) offsety = -offsety; // Apply offsets int newoffsetx = startoffsetx - (int)Math.Round(offsetx); int newoffsety = startoffsety + (int)Math.Round(offsety); mode.ApplyTextureOffsetChange(prevoffsetx - newoffsetx, prevoffsety - newoffsety); prevoffsetx = newoffsetx; prevoffsety = newoffsety; mode.ShowTargetInfo(); } // Sector brightness change public virtual void OnChangeTargetBrightness(bool up) { if(!Sector.Changed) { // Change brightness mode.CreateUndo("Change sector brightness", UndoGroup.SectorBrightnessChange, Sector.Sector.FixedIndex); if(up) Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextHigher(Sector.Sector.Brightness); else Sector.Sector.Brightness = General.Map.Config.BrightnessLevels.GetNextLower(Sector.Sector.Brightness); mode.SetActionResult("Changed sector brightness to " + Sector.Sector.Brightness + "."); Sector.Sector.UpdateCache(); // Rebuild sector Sector.Changed = true; // Go for all things in this sector foreach(Thing t in General.Map.Map.Things) { if(t.Sector == Sector.Sector) { if(mode.VisualThingExists(t)) { // Update thing BaseVisualThing vt = (mode.GetVisualThing(t) as BaseVisualThing); vt.Changed = true; } } } } } // Texture offset change public virtual void OnChangeTextureOffset(int horizontal, int vertical) { if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket)) undoticket = mode.CreateUndo("Change texture offsets"); // Apply offsets Sidedef.OffsetX -= horizontal; Sidedef.OffsetY -= vertical; mode.SetActionResult("Changed texture offsets to " + Sidedef.OffsetX + ", " + Sidedef.OffsetY + "."); // Update sidedef geometry VisualSidedefParts parts = Sector.GetSidedefParts(Sidedef); parts.SetupAllParts(); } #endregion } }