UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualUpper.cs
2010-09-10 13:17:38 +00:00

207 lines
6.5 KiB
C#

#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.GZDoomEditing;
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 VisualUpper : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualUpper(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()
{
Vector2D vl, vr;
// 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 = Sector.Data;
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Built) osd.BuildLevels(mode);
// Texture given?
if((Sidedef.HighTexture.Length > 0) && (Sidedef.HighTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
if(base.Texture == null)
{
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = Sidedef.LongHighTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongHighTexture;
}
}
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 ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - (float)Sidedef.Other.Sector.CeilHeight);
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Other.Sector.CeilHeight + ceilbias));
// 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)Sidedef.Sector.CeilHeight);
tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Other.Sector.CeilHeight + ceilbias);
// 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);
// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
// 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 below the other ceiling
CropPoly(ref poly, osd.Ceiling.plane, false);
if(poly.Count > 2)
{
// Keep top and bottom planes for intersection testing
top = sd.Ceiling.plane;
bottom = osd.Ceiling.plane;
// Process the polygon and create vertices
List<WorldVertex> 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.HighTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureHigh(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
#endregion
}
}