mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
670 lines
23 KiB
C#
Executable file
670 lines
23 KiB
C#
Executable file
|
|
#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.Generic;
|
|
using System.Collections.ObjectModel;
|
|
using System.Drawing;
|
|
using System.Globalization;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
using CodeImp.DoomBuilder.Types;
|
|
using CodeImp.DoomBuilder.VisualModes;
|
|
using CodeImp.DoomBuilder.Data;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.BuilderModes
|
|
{
|
|
internal sealed class VisualCeiling : BaseVisualGeometrySector
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
private bool innerside; //mxd
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Setup
|
|
|
|
// Constructor
|
|
public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
|
|
{
|
|
//mxd
|
|
geometrytype = VisualGeometryType.CEILING;
|
|
partname = "ceiling";
|
|
performautoselection = mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.CeilingTextures || General.Map.ViewMode == ViewMode.Normal);
|
|
|
|
// We have no destructor
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
// This builds the geometry. Returns false when no geometry created.
|
|
public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
|
|
{
|
|
return Setup(level, extrafloor, innerside);
|
|
}
|
|
|
|
//mxd
|
|
public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerside)
|
|
{
|
|
Sector s = level.sector;
|
|
Vector2D texscale;
|
|
this.innerside = innerside; //mxd
|
|
|
|
base.Setup(level, extrafloor);
|
|
|
|
// Fetch ZDoom fields
|
|
double rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationceiling", 0.0));
|
|
Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningceiling", 0.0),
|
|
s.Fields.GetValue("ypanningceiling", 0.0));
|
|
Vector2D scale = new Vector2D(s.Fields.GetValue("xscaleceiling", 1.0),
|
|
s.Fields.GetValue("yscaleceiling", 1.0));
|
|
|
|
//Load ceiling texture
|
|
if(s.LongCeilTexture != MapSet.EmptyLongName)
|
|
{
|
|
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
|
|
if(base.Texture == null || base.Texture is UnknownImage)
|
|
{
|
|
base.Texture = General.Map.Data.UnknownTexture3D;
|
|
setuponloadedtexture = s.LongCeilTexture;
|
|
}
|
|
else if(!base.Texture.IsImageLoaded)
|
|
{
|
|
setuponloadedtexture = s.LongCeilTexture;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Use missing texture
|
|
base.Texture = General.Map.Data.MissingTexture3D;
|
|
setuponloadedtexture = 0;
|
|
}
|
|
|
|
// Determine texture scale
|
|
if(base.Texture.IsImageLoaded)
|
|
texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
|
|
else
|
|
texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
|
|
|
|
// Determine brightness
|
|
byte alpha = (byte)General.Clamp(level.alpha, 0, 255);
|
|
int color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt();
|
|
int targetbrightness;
|
|
SectorData sd = mode.GetSectorData(this.Sector.Sector);
|
|
if (extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
|
|
{
|
|
//mxd. Top extrafloor level should calculate fogdensity from the brightness of the level above it
|
|
if(!innerside)
|
|
{
|
|
targetbrightness = 0;
|
|
for(int i = 0; i < sd.LightLevels.Count - 1; i++)
|
|
{
|
|
if(sd.LightLevels[i] == level)
|
|
{
|
|
targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
//mxd. Inner extrafloor ceilings must be colored using control sector's color and brightness
|
|
else
|
|
{
|
|
targetbrightness = level.brightnessbelow;
|
|
for(int i = 0; i < sd.LightLevels.Count; i++)
|
|
{
|
|
if(sd.LightLevels[i] == level)
|
|
{
|
|
if(i > 0) color = PixelColor.FromInt(sd.LightLevels[i - 1].color).WithAlpha(alpha).ToInt();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
targetbrightness = level.brightnessbelow;
|
|
}
|
|
|
|
// [ZZ] Apply Doom 64 lighting here (for extrafloor)
|
|
if (extrafloor != null) color = PixelColor.Modulate(PixelColor.FromInt(color), extrafloor.ColorCeiling).WithAlpha(alpha).ToInt();
|
|
|
|
//mxd. Determine fog density
|
|
fogfactor = CalculateFogFactor(targetbrightness);
|
|
|
|
// Make vertices
|
|
ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
|
|
WorldVertex[] verts = new WorldVertex[triverts.Count];
|
|
for(int i = 0; i < triverts.Count; i++)
|
|
{
|
|
// Color shading
|
|
verts[i].c = color; //mxd
|
|
|
|
// Vertex coordinates
|
|
verts[i].x = (float)triverts[i].x;
|
|
verts[i].y = (float)triverts[i].y;
|
|
verts[i].z = (float)level.plane.GetZ(triverts[i]);
|
|
|
|
// Texture coordinates
|
|
Vector2D pos = triverts[i];
|
|
pos = pos.GetRotated(rotate);
|
|
pos.y = -pos.y;
|
|
pos = (pos + offset) * scale * texscale;
|
|
verts[i].u = (float)pos.x;
|
|
verts[i].v = (float)pos.y;
|
|
}
|
|
|
|
// The sector triangulation created clockwise triangles that
|
|
// are right up for the floor. For the ceiling we must flip
|
|
// the triangles upside down.
|
|
if(extrafloor == null || extrafloor.VavoomType || innerside)
|
|
SwapTriangleVertices(verts);
|
|
|
|
// Determine render pass
|
|
if(extrafloor != null)
|
|
{
|
|
if(extrafloor.Sloped3dFloor) //mxd
|
|
this.RenderPass = RenderPass.Mask;
|
|
else if(extrafloor.RenderAdditive) //mxd
|
|
this.RenderPass = RenderPass.Additive;
|
|
else if ((level.alpha < 255) || Texture.IsTranslucent)
|
|
this.RenderPass = RenderPass.Alpha;
|
|
else
|
|
this.RenderPass = RenderPass.Mask;
|
|
}
|
|
else
|
|
{
|
|
this.RenderPass = RenderPass.Solid;
|
|
}
|
|
|
|
//mxd. Update sky render flag
|
|
bool isrenderedassky = renderassky;
|
|
renderassky = level.sector.HasSkyCeiling;
|
|
if(isrenderedassky != renderassky && Sector.Sides != null)
|
|
{
|
|
// Upper sidedef geometry may need updating...
|
|
foreach(Sidedef side in level.sector.Sidedefs)
|
|
{
|
|
VisualSidedefParts parts = Sector.GetSidedefParts(side);
|
|
|
|
// Upper side can exist in either our, or the neightbouring sector, right?
|
|
if(parts.upper != null && parts.upper.Triangles > 0)
|
|
{
|
|
parts.upper.UpdateSkyRenderFlag();
|
|
}
|
|
else if(side.Other != null && side.Other.Sector != null && side.Other.Sector.HasSkyCeiling)
|
|
{
|
|
// Update upper side of the neightbouring sector, but only when the visual sector already exists. GetVisualSector will create
|
|
// the visual sector when it does not exist yet, which in turn modifies the mode's allsectors list, which is illegal when done
|
|
// from the mode's UpdateChangedObjects method, since that method iterates over allsectors.
|
|
// See https://github.com/jewalky/UltimateDoomBuilder/issues/517
|
|
if (mode.VisualSectorExists(side.Other.Sector))
|
|
{
|
|
BaseVisualSector other = (BaseVisualSector)mode.GetVisualSector(side.Other.Sector);
|
|
if (other != null && other.Sides != null)
|
|
{
|
|
parts = other.GetSidedefParts(side.Other);
|
|
if (parts.upper != null && parts.upper.Triangles > 0)
|
|
parts.upper.UpdateSkyRenderFlag();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Apply vertices
|
|
base.SetVertices(verts);
|
|
return (verts.Length > 0);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
//mxd
|
|
public override void OnChangeScale(int incrementX, int incrementY)
|
|
{
|
|
// Only do this when not done yet in this call
|
|
// Because we may be able to select the same 3D floor multiple times through multiple sectors
|
|
SectorData sd = mode.GetSectorData(level.sector);
|
|
if(!sd.CeilingChanged)
|
|
{
|
|
sd.CeilingChanged = true;
|
|
base.OnChangeScale(incrementX, incrementY);
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public override void OnChangeTextureRotation(double angle)
|
|
{
|
|
// Only do this when not done yet in this call
|
|
// Because we may be able to select the same 3D floor multiple times through multiple sectors
|
|
SectorData sd = mode.GetSectorData(level.sector);
|
|
if(!sd.CeilingChanged)
|
|
{
|
|
sd.CeilingChanged = true;
|
|
base.OnChangeTextureRotation(angle);
|
|
}
|
|
}
|
|
|
|
// Return texture coordinates
|
|
protected override Point GetTextureOffset()
|
|
{
|
|
return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningceiling", 0.0),
|
|
Y = (int)Sector.Sector.Fields.GetValue("ypanningceiling", 0.0) };
|
|
}
|
|
|
|
//mxd
|
|
public override void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
|
|
{
|
|
// Only do this when not done yet in this call
|
|
// Because we may be able to select the same 3D floor multiple times through multiple sectors
|
|
SectorData sd = mode.GetSectorData(level.sector);
|
|
if(!sd.CeilingChanged)
|
|
{
|
|
sd.CeilingChanged = true;
|
|
base.OnChangeTextureOffset(horizontal, vertical, doSurfaceAngleCorrection);
|
|
}
|
|
}
|
|
|
|
// Move texture coordinates
|
|
protected override void MoveTextureOffset(int offsetx, int offsety)
|
|
{
|
|
//mxd
|
|
Sector s = GetControlSector();
|
|
s.Fields.BeforeFieldsChange();
|
|
double nx = (s.Fields.GetValue("xpanningceiling", 0.0) + offsetx) % (Texture.ScaledWidth / s.Fields.GetValue("xscaleceiling", 1.0));
|
|
double ny = (s.Fields.GetValue("ypanningceiling", 0.0) + offsety) % (Texture.ScaledHeight / s.Fields.GetValue("yscaleceiling", 1.0));
|
|
s.Fields["xpanningceiling"] = new UniValue(UniversalType.Float, nx);
|
|
s.Fields["ypanningceiling"] = new UniValue(UniversalType.Float, ny);
|
|
s.UpdateNeeded = true;
|
|
|
|
mode.SetActionResult("Changed ceiling texture offsets to " + nx + ", " + ny + ".");
|
|
}
|
|
|
|
//mxd. Texture scale change
|
|
protected override void ChangeTextureScale(int incrementX, int incrementY)
|
|
{
|
|
if(Texture == null || !Texture.IsImageLoaded) return;
|
|
Sector s = GetControlSector();
|
|
double scaleX = s.Fields.GetValue("xscaleceiling", 1.0);
|
|
double scaleY = s.Fields.GetValue("yscaleceiling", 1.0);
|
|
|
|
s.Fields.BeforeFieldsChange();
|
|
|
|
if(incrementX != 0)
|
|
{
|
|
double pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
|
|
double newscaleX = Math.Round(pix / Texture.Width, 3);
|
|
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
|
|
UniFields.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0);
|
|
}
|
|
|
|
if(incrementY != 0)
|
|
{
|
|
double pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
|
|
double newscaleY = Math.Round(pix / Texture.Height, 3);
|
|
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
|
|
UniFields.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0);
|
|
}
|
|
|
|
mode.SetActionResult("Ceiling scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ").");
|
|
}
|
|
|
|
//mxd
|
|
public override void OnResetTextureOffset()
|
|
{
|
|
ClearFields(new[] { "xpanningceiling", "ypanningceiling" }, "Reset texture offsets", "Texture offsets reset.");
|
|
}
|
|
|
|
//mxd
|
|
public override void OnResetLocalTextureOffset()
|
|
{
|
|
ClearFields(new[] { "xpanningceiling", "ypanningceiling", "xscaleceiling", "yscaleceiling", "rotationceiling", "lightceiling", "lightceilingabsolute" },
|
|
"Reset texture offsets, scale, rotation and brightness", "Texture offsets, scale, rotation and brightness reset.");
|
|
}
|
|
|
|
// Paste texture
|
|
public override void OnPasteTexture()
|
|
{
|
|
if(BuilderPlug.Me.CopiedFlat != null)
|
|
{
|
|
mode.CreateUndo("Paste ceiling \"" + BuilderPlug.Me.CopiedFlat + "\"");
|
|
mode.SetActionResult("Pasted flat \"" + BuilderPlug.Me.CopiedFlat + "\" on ceiling.");
|
|
|
|
SetTexture(BuilderPlug.Me.CopiedFlat);
|
|
|
|
// Update. We need to create a visual sector if it doesn't exist yet. This can happen when pasting
|
|
// to a 3D floor and its control sector wasn't in view before
|
|
BaseVisualSector vs;
|
|
|
|
if (mode.VisualSectorExists(level.sector))
|
|
{
|
|
vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
|
|
}
|
|
else
|
|
{
|
|
vs = mode.CreateBaseVisualSector(level.sector);
|
|
}
|
|
|
|
if (vs != null)
|
|
vs.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
// Call to change the height
|
|
public override void OnChangeTargetHeight(int amount)
|
|
{
|
|
// Only do this when not done yet in this call
|
|
// Because we may be able to select the same 3D floor multiple times through multiple sectors
|
|
SectorData sd = mode.GetSectorData(level.sector);
|
|
if(!sd.CeilingChanged)
|
|
{
|
|
sd.CeilingChanged = true;
|
|
base.OnChangeTargetHeight(amount);
|
|
}
|
|
}
|
|
|
|
// This changes the height
|
|
protected override void ChangeHeight(int amount)
|
|
{
|
|
if (level.sector.CeilSlope.GetLengthSq() > 0)
|
|
{
|
|
mode.CreateUndo("Change ceiling slope height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex);
|
|
|
|
level.sector.CeilSlopeOffset -= level.sector.CeilSlope.z * amount;
|
|
|
|
mode.SetActionResult("Changed ceiling slope height by " + amount + ".");
|
|
}
|
|
else
|
|
{
|
|
mode.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, level.sector.FixedIndex);
|
|
level.sector.CeilHeight += amount;
|
|
|
|
if (General.Map.UDMF)
|
|
{
|
|
//mxd. Modify vertex offsets?
|
|
if (level.sector.Sidedefs.Count == 3)
|
|
{
|
|
ChangeVertexHeight(amount);
|
|
}
|
|
}
|
|
|
|
mode.SetActionResult("Changed ceiling height to " + level.sector.CeilHeight + ".");
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
private void ChangeVertexHeight(int amount)
|
|
{
|
|
HashSet<Vertex> verts = new HashSet<Vertex>();
|
|
|
|
// Do this only if all 3 verts have offsets
|
|
foreach(Sidedef side in level.sector.Sidedefs)
|
|
{
|
|
if(double.IsNaN(side.Line.Start.ZCeiling) || double.IsNaN(side.Line.End.ZCeiling)) return;
|
|
verts.Add(side.Line.Start);
|
|
verts.Add(side.Line.End);
|
|
}
|
|
|
|
foreach(Vertex v in verts)
|
|
mode.GetVisualVertex(v, false).OnChangeTargetHeight(amount);
|
|
}
|
|
|
|
//mxd. Sector brightness change
|
|
public override void OnChangeTargetBrightness(bool up, bool local)
|
|
{
|
|
if(level != null && level.sector != Sector.Sector)
|
|
{
|
|
int index = -1;
|
|
for(int i = 0; i < Sector.ExtraCeilings.Count; i++)
|
|
{
|
|
if(Sector.ExtraCeilings[i] == this)
|
|
{
|
|
index = i + 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(index > -1 && index < Sector.ExtraCeilings.Count)
|
|
((BaseVisualSector)mode.GetVisualSector(Sector.ExtraCeilings[index].level.sector)).Floor.OnChangeTargetBrightness(up, false);
|
|
else
|
|
base.OnChangeTargetBrightness(up, false);
|
|
}
|
|
else
|
|
{
|
|
// Change the sector brightness if the map is not in UDMF format, or this ceiling is part of 3D-floor,
|
|
// or the game configuration doesn't support distinct surface brightnesses
|
|
if(!General.Map.UDMF || (level != null && Sector.Sector != level.sector) || !General.Map.Config.DistinctFloorAndCeilingBrightness || !local)
|
|
{
|
|
base.OnChangeTargetBrightness(up, false);
|
|
return;
|
|
}
|
|
|
|
int light = Sector.Sector.Fields.GetValue("lightceiling", 0);
|
|
bool absolute = Sector.Sector.Fields.GetValue("lightceilingabsolute", false);
|
|
int newLight;
|
|
|
|
if(up)
|
|
newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
|
|
else
|
|
newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
|
|
|
|
if(newLight == light) return;
|
|
|
|
//create undo
|
|
mode.CreateUndo("Change ceiling brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
|
|
Sector.Sector.Fields.BeforeFieldsChange();
|
|
|
|
//apply changes
|
|
UniFields.SetInteger(Sector.Sector.Fields, "lightceiling", newLight, (absolute ? int.MinValue : 0));
|
|
mode.SetActionResult("Changed ceiling brightness to " + newLight + ".");
|
|
Sector.Sector.UpdateNeeded = true;
|
|
Sector.Sector.UpdateCache();
|
|
|
|
//rebuild sector
|
|
Sector.UpdateSectorGeometry(false);
|
|
}
|
|
}
|
|
|
|
// This performs a fast test in object picking
|
|
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
|
|
{
|
|
// Check if our ray starts at the correct side of the plane
|
|
if((innerside && level.plane.Distance(from) < 0.0f) || (!innerside && level.plane.Distance(from) > 0.0f)) //mxd
|
|
//if(level.plane.Distance(from) > 0.0f)
|
|
{
|
|
// Calculate the intersection
|
|
if(level.plane.GetIntersection(from, to, ref pickrayu))
|
|
{
|
|
if(pickrayu > 0.0f)
|
|
{
|
|
pickintersect = from + (to - from) * pickrayu;
|
|
|
|
// Intersection point within bbox?
|
|
RectangleF bbox = Sector.Sector.BBox;
|
|
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
|
|
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// This performs an accurate test for object picking
|
|
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
|
|
{
|
|
u_ray = pickrayu;
|
|
|
|
// Check on which side of the nearest sidedef we are
|
|
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
|
|
double side = sd.Line.SideOfLine(pickintersect);
|
|
|
|
//mxd. Alpha based picking. Used only on extrafloors with transparent or masked textures
|
|
if((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
|
|
{
|
|
if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || extrafloor == null || RenderPass == RenderPass.Solid || (!Texture.IsTranslucent && !Texture.IsMasked))
|
|
return true;
|
|
|
|
// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
|
|
int imageWidth = Texture.GetAlphaTestWidth();
|
|
int imageHeight = Texture.GetAlphaTestHeight();
|
|
|
|
// Fetch ZDoom fields
|
|
double rotate = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationceiling", 0.0));
|
|
Vector2D offset = new Vector2D(level.sector.Fields.GetValue("xpanningceiling", 0.0), level.sector.Fields.GetValue("ypanningceiling", 0.0));
|
|
Vector2D scale = new Vector2D(level.sector.Fields.GetValue("xscaleceiling", 1.0), level.sector.Fields.GetValue("yscaleceiling", 1.0));
|
|
Vector2D texscale = new Vector2D(1.0f / Texture.ScaledWidth, 1.0f / Texture.ScaledHeight);
|
|
|
|
// Texture coordinates
|
|
Vector2D o = pickintersect;
|
|
o = o.GetRotated(rotate);
|
|
o.y = -o.y;
|
|
o = (o + offset) * scale * texscale;
|
|
o.x = (o.x * imageWidth) % imageWidth;
|
|
o.y = (o.y * imageHeight) % imageHeight;
|
|
|
|
// Make sure coordinates are inside of texture dimensions...
|
|
if (o.x < 0) o.x += imageWidth;
|
|
if (o.y < 0) o.y += imageHeight;
|
|
|
|
// Make final texture coordinates...
|
|
int ox = General.Clamp((int)Math.Floor(o.x), 0, imageWidth - 1);
|
|
int oy = General.Clamp((int)Math.Floor(o.y), 0, imageHeight - 1);
|
|
|
|
// Check pixel alpha
|
|
return Texture.AlphaTestPixel(ox, oy);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Return texture name
|
|
public override string GetTextureName()
|
|
{
|
|
return level.sector.CeilTexture;
|
|
}
|
|
|
|
// This changes the texture
|
|
protected override void SetTexture(string texturename)
|
|
{
|
|
// Set new texture
|
|
level.sector.SetCeilTexture(texturename);
|
|
General.Map.Data.UpdateUsedTextures();
|
|
}
|
|
|
|
//mxd
|
|
public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
|
|
{
|
|
if(!withSameTexture && !withSameHeight) return;
|
|
|
|
if(select && !selected)
|
|
{
|
|
selected = true;
|
|
mode.AddSelectedObject(this);
|
|
}
|
|
else if(!select && selected)
|
|
{
|
|
selected = false;
|
|
mode.RemoveSelectedObject(this);
|
|
}
|
|
|
|
List<Sector> neighbours = new List<Sector>();
|
|
bool regularorvavoom = (extrafloor == null || extrafloor.VavoomType);
|
|
|
|
//collect neighbour sectors
|
|
foreach(Sidedef side in Sector.Sector.Sidedefs)
|
|
{
|
|
if(side.Other != null && side.Other.Sector != Sector.Sector && !neighbours.Contains(side.Other.Sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(side.Other.Sector);
|
|
if(vs == null) continue;
|
|
|
|
// When current ceiling is part of a 3d floor, it looks like a floor, so we need to select adjacent floors
|
|
if(level.sector != Sector.Sector && !regularorvavoom)
|
|
{
|
|
if((!withSameTexture || side.Other.Sector.LongFloorTexture == level.sector.LongCeilTexture) &&
|
|
(!withSameHeight || side.Other.Sector.FloorHeight == level.sector.CeilHeight))
|
|
{
|
|
neighbours.Add(side.Other.Sector);
|
|
|
|
//(de)select regular visual floor?
|
|
if(select != vs.Floor.Selected)
|
|
vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
else // Regular ceiling or vavoom-type extra ceiling
|
|
{
|
|
// (De)select adjacent ceilings
|
|
if((!withSameTexture || side.Other.Sector.LongCeilTexture == level.sector.LongCeilTexture) &&
|
|
(!withSameHeight || side.Other.Sector.CeilHeight == level.sector.CeilHeight))
|
|
{
|
|
neighbours.Add(side.Other.Sector);
|
|
|
|
//(de)select regular visual ceiling?
|
|
if(select != vs.Ceiling.Selected)
|
|
vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent extra ceilings
|
|
foreach(VisualCeiling ec in vs.ExtraCeilings)
|
|
{
|
|
if(select == ec.Selected || ec.extrafloor.VavoomType != regularorvavoom) continue;
|
|
if((!withSameTexture || level.sector.LongCeilTexture == ec.level.sector.LongCeilTexture) &&
|
|
(!withSameHeight || level.sector.CeilHeight == ec.level.sector.CeilHeight))
|
|
{
|
|
ec.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent extra floors
|
|
foreach(VisualFloor ef in vs.ExtraFloors)
|
|
{
|
|
if(select == ef.Selected || ef.ExtraFloor.VavoomType == regularorvavoom) continue;
|
|
if((!withSameTexture || level.sector.LongCeilTexture == ef.Level.sector.LongFloorTexture) &&
|
|
(!withSameHeight || level.sector.CeilHeight == ef.Level.sector.FloorHeight))
|
|
{
|
|
ef.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void AlignTexture(bool alignx, bool aligny)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
|
|
AlignTextureToClosestLine(alignx, aligny);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|