UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/VisualLower.cs
2010-09-09 06:13:20 +00:00

292 lines
9.9 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.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 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)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
SectorData sd = mode.GetSectorData(Sidedef.Sector);
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
// 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 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)
TexturePlane tp = new TexturePlane();
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)Sidedef.Other.Sector.FloorHeight;
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (float)(Sidedef.Other.Sector.FloorHeight - Sidedef.Sector.FloorHeight);
// 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
if(Sidedef.IsFront)
{
tp.vlt = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Sector.FloorHeight);
}
else
{
tp.vlt = new Vector3D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y, Sidedef.Other.Sector.FloorHeight);
tp.vrb = new Vector3D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y, Sidedef.Sector.FloorHeight);
}
// 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);
//
// - Geometry is horizontally split and ranges from one layer down to the next layer.
// This is repeated for all layers.
//
// - We create geometry from the floor up to the floor of the other sector.
//
// - When the two layers intersect over Z, the geometry should not span the entire
// width, but only up to the split position. The back side will handle the other
// side of the split, if needed.
//
// Heights of the floor on the other side
float ol = osd.Floor.plane.GetZ(tp.vlt);
float or = osd.Floor.plane.GetZ(tp.vrt);
Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
for(int i = 0; i < (sd.Levels.Count - 1); i++)
{
SectorLevel lb = sd.Levels[i];
SectorLevel lt = sd.Levels[i + 1];
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lt.brightnessbelow));
PixelColor wallcolor = PixelColor.Modulate(lt.colorbelow, wallbrightness);
int c = wallcolor.WithAlpha(255).ToInt();
// Get corner heights on the two planes
float lbl = lb.plane.GetZ(tp.vlt);
float lbr = lb.plane.GetZ(tp.vrt);
float ltl = lt.plane.GetZ(tp.vlt);
float ltr = lt.plane.GetZ(tp.vrt);
// When both corners are above the heights of the floor on
// the other side, then we can stop building.
if(((lbl - ol) > 0.001f) && ((lbr - or) > 0.001f))
break;
// Make coordinates for the corners
Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl);
Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl);
Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr);
Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr);
// Check if the plane on the other side crosses our top plane
// Then we must create two vertical parts
float int_u = -1.0f;
if(lt.plane.GetIntersection(vol, vor, ref int_u) && (int_u > 0.0f) && (int_u < 1.0f))
{
// Determine top and bottom vertices in the middle (at the split)
Vector3D vmt = vlt + (vrt - vlt) * int_u;
Vector3D vmb = vlb + (vrb - vlb) * int_u;
// Clip vertices to the heights of the plane on the other side
if(vlt.z > ol) vlt.z = ol;
if(vrt.z > or) vrt.z = or;
CreateVerticalPart(verts, tp, lb, lt, vmb, vmt, vrb, vrt, c);
CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vmb, vmt, c);
}
else
{
// Clip vertices to the heights of the plane on the other side
if(vlt.z > ol) vlt.z = ol;
if(vrt.z > or) vrt.z = or;
// Create single vertical part
CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vrb, vrt, c);
}
}
if(verts.Count > 0)
{
base.SetVertices(verts);
return true;
}
else
{
return false;
}
}
// This creates the geometry for a vertical part of the wall
private void CreateVerticalPart(List<WorldVertex> verts, TexturePlane tp, SectorLevel lb, SectorLevel lt,
Vector3D vlb, Vector3D vlt, Vector3D vrb, Vector3D vrt, int c)
{
// Compare corner heights to see if we should split
if((vlb.z < vlt.z) && (vrb.z >= vrt.z))
{
// Split vertically with geometry on the left
float u_ray = 1.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
}
else if((vlb.z >= vlt.z) && (vrb.z < vrt.z))
{
// Split vertically with geometry on the right
float u_ray = 0.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
else if((vlb.z < vlt.z) && (vrb.z < vrt.z))
{
// Span entire width
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
}
#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
}
}