mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
113f9c6039
Added UDMF Controls plugin. Added "Snap selected vertices to grid" mode (Found in Edit menu).
198 lines
5.4 KiB
C#
198 lines
5.4 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualLower : 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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#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 VisualLower(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_BOTTOM;
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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()
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{
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//mxd
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//int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness);
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int brightness = mode.CalculateBrightness(Sidedef.Sector.Brightness, Sidedef);
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Other.Sector.FloorHeight;
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float geobottom = (float)Sidedef.Sector.FloorHeight;
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float geoheight = geotop - geobottom;
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if(geoheight > 0.001f)
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{
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Vector2D t1 = new Vector2D();
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Vector2D t2 = new Vector2D();
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// Texture given?
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if((Sidedef.LowTexture.Length > 0) && (Sidedef.LowTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongLowTexture);
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if(base.Texture == null)
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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongLowTexture;
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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 = Sidedef.LongLowTexture;
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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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// Determine texture coordinates
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// See http://doom.wikia.com/wiki/Texture_alignment
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// We just use pixels for coordinates for now
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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{
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// When lower unpegged is set, the lower texture is bound to the bottom
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t1.y = (float)Sidedef.Sector.CeilHeight - geotop;
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}
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t2.x = t1.x + Sidedef.Line.Length;
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t2.y = t1.y + geoheight;
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// Apply texture offset
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if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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{
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t1 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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t2 += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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}
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else
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{
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t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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}
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// Transform pixel coordinates to texture coordinates
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t1 /= tsz;
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t2 /= tsz;
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// Get world coordinates for geometry
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Vector2D v1, v2;
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if(Sidedef.IsFront)
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{
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v1 = Sidedef.Line.Start.Position;
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v2 = Sidedef.Line.End.Position;
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}
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else
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{
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v1 = Sidedef.Line.End.Position;
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v2 = Sidedef.Line.Start.Position;
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}
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(v1.x, v1.y, geobottom, brightness, t1.x, t2.y);
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verts[1] = new WorldVertex(v1.x, v1.y, geotop, brightness, t1.x, t1.y);
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verts[2] = new WorldVertex(v2.x, v2.y, geotop, brightness, t2.x, t1.y);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(v2.x, v2.y, geobottom, brightness, t2.x, t2.y);
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// Keep properties
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base.top = geotop;
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base.bottom = geobottom;
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// Apply vertices
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base.SetVertices(verts);
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return true;
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}
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else
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{
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// No geometry for invisible wall
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base.top = geotop;
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base.bottom = geobottom;
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WorldVertex[] verts = new WorldVertex[0];
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base.SetVertices(verts);
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return false;
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}
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}
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#endregion
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#region ================== Methods
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// Return texture name
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public override string GetTextureName()
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{
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return this.Sidedef.LowTexture;
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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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this.Sidedef.SetTextureLow(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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}
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#endregion
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}
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}
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