mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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0d90d9b297
Fixed, WavefrontExporter: floor and ceiling textures were not exported when using "classic" game configurations (ones with disabled "MixTexturesAndFlats" option). This should also fix incorrect flats on exported model when there are flats and textures with the same name. Fixed, WavefrontExporter: 3d floors geometry and wall geometry around them was created incorrectly. Fixed, WavefrontExporter: floor and ceiling textures of non-Vavoom 3d floors were swapped on exported geometry.
385 lines
13 KiB
C#
385 lines
13 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualMiddle3D : BaseVisualGeometrySidedef
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private Effect3DFloor extrafloor;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddle3D(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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//mxd
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geoType = VisualGeometryType.WALL_MIDDLE_3D;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup() { return this.Setup(this.extrafloor); }
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public bool Setup(Effect3DFloor extrafloor)
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{
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Vector2D vl, vr;
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
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//mxd. lightfog flag support
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bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
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bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
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int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
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if (ignoreUDMFLight) lightabsolute = false;
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Vector2D tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0f),
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sourceside.Fields.GetValue("scaley_mid", 1.0f));
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Vector2D toffset1 = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
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Sidedef.Fields.GetValue("offsety_mid", 0.0f));
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Vector2D toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0f),
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sourceside.Fields.GetValue("offsety_mid", 0.0f));
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// Left and right vertices for this sidedef
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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//mxd. which texture we must use?
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long textureLong = 0;
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if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0) {
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if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongHighTexture;
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} else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0) {
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if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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textureLong = Sidedef.LongLowTexture;
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} else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName) {
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textureLong = sourceside.LongMiddleTexture;
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}
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// Texture given?
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if(textureLong != 0)
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(textureLong);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = textureLong;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = textureLong;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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tsz = tsz / tscale;
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// Get texture offsets
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Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
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tof = tof / tscale;
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if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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tof = tof * base.Texture.Scale;
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// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
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// We choose here.
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float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
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float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
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// Determine texture coordinates plane as they would be in normal circumstances.
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// We can then use this plane to find any texture coordinate we need.
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// The logic here is the same as in the original VisualMiddleSingle (except that
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// the values are stored in a TexturePlane)
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// NOTE: I use a small bias for the floor height, because if the difference in
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// height is 0 then the TexturePlane doesn't work!
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TexturePlane tp = new TexturePlane();
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float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
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// Apply texture offset
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tp.tlt += tof;
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tp.trb += tof;
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// Transform pixel coordinates to texture coordinates
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tp.tlt /= tsz;
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tp.trb /= tsz;
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, sourcetopheight);
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tp.vrb = new Vector3D(vr.x, vr.y, sourcebottomheight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
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SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
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float flo = sdo.Floor.plane.GetZ(vl);
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float fro = sdo.Floor.plane.GetZ(vr);
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float clo = sdo.Ceiling.plane.GetZ(vl);
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float cro = sdo.Ceiling.plane.GetZ(vr);
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float fle = sd.Floor.plane.GetZ(vl);
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float fre = sd.Floor.plane.GetZ(vr);
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float cle = sd.Ceiling.plane.GetZ(vl);
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float cre = sd.Ceiling.plane.GetZ(vr);
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float fl = flo > fle ? flo : fle;
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float fr = fro > fre ? fro : fre;
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float cl = clo < cle ? clo : cle;
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float cr = cro < cre ? cro : cre;
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// Anything to see?
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if(((cl - fl) > 0.01f) || ((cr - fr) > 0.01f))
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{
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// Keep top and bottom planes for intersection testing
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top = extrafloor.Floor.plane;
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bottom = extrafloor.Ceiling.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, fl));
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poly.Add(new Vector3D(vl.x, vl.y, cl));
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poly.Add(new Vector3D(vr.x, vr.y, cr));
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poly.Add(new Vector3D(vr.x, vr.y, fr));
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// Determine initial color
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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//mxd. This calculates light with doom-style wall shading
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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poly.color = wallcolor.WithAlpha(255).ToInt();
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// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly(ref poly, extrafloor.Floor.plane, false);
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CropPoly(ref poly, extrafloor.Ceiling.plane, false);
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// Cut out pieces that overlap 3D floors in this sector
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List<WallPolygon> polygons = new List<WallPolygon>(1);
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polygons.Add(poly);
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foreach(Effect3DFloor ef in sd.ExtraFloors)
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{
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//mxd. Walls of solid 3D floors shouldn't be clipped by translucent 3D floors
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if(extrafloor.Alpha < 255 || (!extrafloor.RenderInside && !ef.RenderInside && extrafloor.Alpha == 255 & ef.Alpha == 255)) {
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int num = polygons.Count;
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for(int pi = 0; pi < num; pi++)
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{
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// Split by floor plane of 3D floor
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WallPolygon p = polygons[pi];
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WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
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if(np.Count > 0)
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{
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// Split part below floor by the ceiling plane of 3D floor
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// and keep only the part below the ceiling (front)
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SplitPoly(ref np, ef.Floor.plane, true);
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if(p.Count == 0)
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{
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polygons[pi] = np;
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}
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else
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{
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polygons[pi] = p;
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polygons.Add(np);
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}
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}
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else
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{
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polygons[pi] = p;
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}
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}
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}
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}
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// Process the polygon and create vertices
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if (polygons.Count > 0)
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{
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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if (verts.Count > 2)
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{
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if ((extrafloor.Linedef.Args[2] & (int) Effect3DFloor.Flags.RenderAdditive) != 0) //mxd
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this.RenderPass = RenderPass.Additive;
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else if (extrafloor.Alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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if (extrafloor.Alpha < 255)
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{
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// Apply alpha to vertices
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byte alpha = (byte) General.Clamp(extrafloor.Alpha, 0, 255);
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if (alpha < 255)
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{
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for (int i = 0; i < verts.Count; i++)
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{
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WorldVertex v = verts[i];
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PixelColor c = PixelColor.FromInt(v.c);
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v.c = c.WithAlpha(alpha).ToInt();
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verts[i] = v;
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}
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}
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}
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base.SetVertices(verts);
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return true;
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}
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}
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}
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base.SetVertices(null); //mxd
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return false;
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}
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#endregion
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#region ================== Methods
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// This performs a fast test in object picking (mxd)
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Top and bottom are swapped in Vavoom-type 3d floors
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if (extrafloor.VavoomType)
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return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
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return base.PickFastReject(from, to, dir);
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}
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// Return texture name
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public override string GetTextureName()
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{
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//mxd
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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return Sidedef.HighTexture;
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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return Sidedef.LowTexture;
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return extrafloor.Linedef.Front.MiddleTexture;
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}
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// This changes the texture
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protected override void SetTexture(string texturename)
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{
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//mxd
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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Sidedef.SetTextureHigh(texturename);
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if ((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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Sidedef.SetTextureLow(texturename);
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else
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extrafloor.Linedef.Front.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Sector.Rebuild();
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//mxd. Other sector also may require updating
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SectorData sd = mode.GetSectorData(Sidedef.Other.Sector);
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if(sd.ExtraFloors.Count > 0)
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((BaseVisualSector)mode.GetVisualSector(Sidedef.Other.Sector)).Rebuild();
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//mxd. As well as model sector
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mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
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}
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protected override void SetTextureOffsetX(int x)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (float)x);
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}
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protected override void SetTextureOffsetY(int y)
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{
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Sidedef.Fields.BeforeFieldsChange();
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (float)y);
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}
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protected override void MoveTextureOffset(Point xy)
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{
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Sidedef.Fields.BeforeFieldsChange();
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, oldx + xy.X);
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + xy.Y);
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}
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protected override Point GetTextureOffset()
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{
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float oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0f);
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float oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0f);
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return new Point((int)oldx, (int)oldy);
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}
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//mxd
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public override Linedef GetControlLinedef()
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{
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return extrafloor.Linedef;
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}
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
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{
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selectNeighbours(extrafloor.Linedef.Front.MiddleTexture, select, withSameTexture, withSameHeight);
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}
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#endregion
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}
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}
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