#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.BuilderModes { 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) { //mxd geoType = VisualGeometryType.WALL_BOTTOM; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { //mxd //int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness); int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness, Sidedef); // Calculate size of this wall part float geotop = (float)Sidedef.Other.Sector.FloorHeight; float geobottom = (float)Sidedef.Sector.FloorHeight; float geoheight = geotop - geobottom; if(geoheight > 0.001f) { Vector2D t1 = new Vector2D(); Vector2D t2 = new Vector2D(); // 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 // See http://doom.wikia.com/wiki/Texture_alignment // We just use pixels for coordinates for now if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) { // When lower unpegged is set, the lower texture is bound to the bottom t1.y = (float)Sidedef.Sector.CeilHeight - geotop; } 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); } else { t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); } // 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); // Keep properties base.top = geotop; base.bottom = geobottom; // Apply vertices 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; } } #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 } }