mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
7c93fad714
Added drawing modes to Mode menu, so they are much easier to spot now. Warnings notify panel blinks much more noticeable when there are warnings. UDMF Controls plugin: 3D-floor surfaces can be edited now. Relative mode is now enabled by default. Scale control now works properly in relative mode. Angle control's angle indicator in now drawn properly when value is changed using numeric control.
329 lines
10 KiB
C#
329 lines
10 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.Types;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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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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int lightvalue = Sidedef.Fields.GetValue("light", 0);
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bool lightabsolute = Sidedef.Fields.GetValue("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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// Texture given?
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if((sourceside.MiddleTexture.Length > 0) && (sourceside.MiddleTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(sourceside.LongMiddleTexture);
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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 = sourceside.LongMiddleTexture;
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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 = sourceside.LongMiddleTexture;
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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);
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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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// Get ceiling and floor heights
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float fl = sd.Floor.plane.GetZ(vl);
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float fr = sd.Floor.plane.GetZ(vr);
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float cl = sd.Ceiling.plane.GetZ(vl);
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float cr = sd.Ceiling.plane.GetZ(vr);
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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
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//PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel));
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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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// Same 3D floor and other floors that are not translucent will clip my walls
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if((ef.Alpha == 255) || (ef.Linedef.Front.Sector == extrafloor.Linedef.Front.Sector))
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{
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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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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 0)
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{
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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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this.RenderPass = RenderPass.Alpha;
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}
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else
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{
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this.RenderPass = RenderPass.Mask;
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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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return false;
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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 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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extrafloor.Linedef.Front.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Sector.Rebuild();
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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 + (float)xy.X);
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, oldy + (float)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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return extrafloor.Linedef;
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}
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#endregion
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}
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}
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