#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 VisualMiddle3D : BaseVisualGeometrySidedef { #region ================== Constants #endregion #region ================== Variables private Sector3DFloor extrafloor; #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s, Sector3DFloor extrafloor) : base(mode, vs, s) { this.extrafloor = extrafloor; // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { Vector2D vl, vr; Sidedef sourceside = extrafloor.linedef.Front; // 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? if((sourceside.MiddleTexture.Length > 0) && (sourceside.MiddleTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(sourceside.LongMiddleTexture); if(base.Texture == null) { base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = sourceside.LongMiddleTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = sourceside.LongMiddleTexture; } } 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) // 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)sourceside.Sector.FloorHeight; } tp.trb.x = tp.tlt.x + Sidedef.Line.Length; tp.trb.y = tp.tlt.y + ((float)sourceside.Sector.FloorHeight - ((float)Sidedef.Sector.FloorHeight + floorbias)); // 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)sourceside.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); // Get ceiling and floor heights float fl = sd.Floor.plane.GetZ(vl); float fr = sd.Floor.plane.GetZ(vr); float cl = sd.Ceiling.plane.GetZ(vl); float cr = sd.Ceiling.plane.GetZ(vr); // Anything to see? if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f)) { // Keep top and bottom planes for intersection testing top = extrafloor.floor.plane; bottom = extrafloor.ceiling.plane; // 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 PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(sd.Ceiling.brightnessbelow)); PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness); poly.color = wallcolor.WithAlpha(255).ToInt(); // Cut off the part above the 3D floor and below the 3D ceiling CropPoly(ref poly, extrafloor.floor.plane, false); CropPoly(ref poly, extrafloor.ceiling.plane, false); // Process the polygon and create vertices List verts = CreatePolygonVertices(poly, tp); if(verts.Count > 0) { base.SetVertices(verts); return true; } } return false; } #endregion #region ================== Methods // Return texture name public override string GetTextureName() { return this.Sidedef.MiddleTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sidedef.SetTextureMid(texturename); General.Map.Data.UpdateUsedTextures(); this.Setup(); } #endregion } }