UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/Effect3DFloor.cs
MaxED 993328b57b Textures with names starting with "-" were not processed correctly.
Textures were not loaded properly from PK3/PK7 archives.
Visual mode: restored ability to remove textures using Delete action.
Visual mode: fixed several bugs in Cut/Copy/Paste things actions.
Visual mode: vavoom style 3d floors were not displayed properly.
Visual mode, 3d floors: added support for "RestrictLighting" (2) flag.
Visual mode, 3d floors: inner sides of 3d floors with "swimmable"/"render inside" flags used incorrect brightness value.
2013-07-31 12:38:47 +00:00

149 lines
4.1 KiB
C#

#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class Effect3DFloor : SectorEffect
{
// Linedef that is used to create this effect
// The sector can be found by linedef.Front.Sector
private Linedef linedef;
// Floor and ceiling planes
private SectorLevel floor;
private SectorLevel ceiling;
// Alpha transparency
private int alpha;
// Vavoom type?
private bool vavoomtype;
//mxd. Translucent 3d-floor?
private bool renderInside;
//mxd. Ignore Bottom Height?
private bool ignoreBottomHeight;
// Properties
public int Alpha { get { return alpha; } }
public SectorLevel Floor { get { return floor; } }
public SectorLevel Ceiling { get { return ceiling; } }
public Linedef Linedef { get { return linedef; } }
public bool VavoomType { get { return vavoomtype; } }
public bool RenderInside { get { return renderInside; } } //mxd
public bool IgnoreBottomHeight { get { return ignoreBottomHeight; } } //mxd
//mxd. 3D-Floor Flags
[Flags]
public enum Flags : int
{
None = 0,
DisableLighting = 1,
RestrictLighting = 2,
Fog = 4,
IgnoreBottomHeight = 8,
UseUpperTexture = 16,
UseLowerTexture = 32,
RenderAdditive = 64
}
//mxd. 3D-Floor Types
[Flags]
public enum FloorTypes : int
{
VavoomStyle = 0,
Solid = 1,
Swimmable = 2,
NonSolid = 3,
RenderInside = 4,
HiTagIsLineID = 8,
InvertVisibilityRules = 16,
InvertShootabilityRules = 32
}
// Constructor
public Effect3DFloor(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(true);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
sd.AddUpdateSector(data.Sector, true);
if(floor == null)
{
floor = new SectorLevel(sd.Floor);
data.AddSectorLevel(floor);
}
if(ceiling == null)
{
ceiling = new SectorLevel(sd.Ceiling);
data.AddSectorLevel(ceiling);
}
// For non-vavoom types, we must switch the level types
if((linedef.Args[1] & 0x03) != 0)
{
vavoomtype = false;
alpha = linedef.Args[3];
sd.Ceiling.CopyProperties(floor);
sd.Floor.CopyProperties(ceiling);
floor.type = SectorLevelType.Floor;
floor.plane = sd.Ceiling.plane.GetInverted();
ceiling.type = SectorLevelType.Ceiling;
ceiling.plane = sd.Floor.plane.GetInverted();
//mxd. check for Swimmable/RenderInside setting
renderInside = ((linedef.Args[1] & (int)FloorTypes.Swimmable) != 0) || ((linedef.Args[1] & (int)FloorTypes.RenderInside) != 0);
ignoreBottomHeight = ((linedef.Args[2] & (int)Flags.IgnoreBottomHeight) != 0);
// A 3D floor's color is always that of the sector it is placed in
floor.color = 0;
}
else
{
vavoomtype = true;
floor.type = SectorLevelType.Ceiling;
floor.plane = sd.Ceiling.plane;
ceiling.type = SectorLevelType.Floor;
ceiling.plane = sd.Floor.plane;
alpha = 255;
// A 3D floor's color is always that of the sector it is placed in
ceiling.color = 0;
}
// Apply alpha
floor.alpha = alpha;
ceiling.alpha = alpha;
// Do not adjust light? (works only for non-vavoom types)
if(!vavoomtype && ( ((linedef.Args[2] & (int)Flags.DisableLighting) != 0) || (((linedef.Args[2] & (int)Flags.RestrictLighting) != 0)) )) //mxd
{
floor.brightnessbelow = -1;
floor.colorbelow = PixelColor.FromInt(0);
ceiling.color = 0;
ceiling.brightnessbelow = -1;
ceiling.colorbelow = PixelColor.FromInt(0);
}
}
}
}