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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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272 lines
9.6 KiB
C#
Executable file
272 lines
9.6 KiB
C#
Executable file
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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//mxd. Used to render translucent 3D floor's inner sides
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internal sealed class VisualMiddleBack : VisualMiddle3D
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{
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#region ================== Constructor / Setup
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// Constructor
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public VisualMiddleBack(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s) { }
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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 new bool Setup(Effect3DFloor extrafloor)
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{
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Sidedef sourceside = extrafloor.Linedef.Front;
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this.extrafloor = extrafloor;
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//mxd. Extrafloor may've become invalid during undo/redo...
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if(sourceside == null) return false;
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Vector2D vl, vr;
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//mxd. lightfog flag support
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int lightvalue;
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bool lightabsolute;
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GetLightValue(out lightvalue, out lightabsolute);
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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 tscaleAbs = new Vector2D(Math.Abs(tscale.x), Math.Abs(tscale.y));
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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.Other.Sector);
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//mxd. which texture we must use?
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long texturelong = 0;
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if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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{
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if(Sidedef.LongHighTexture != MapSet.EmptyLongName)
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texturelong = Sidedef.LongHighTexture;
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}
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else if((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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{
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if(Sidedef.LongLowTexture != MapSet.EmptyLongName)
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texturelong = Sidedef.LongLowTexture;
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}
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else if(sourceside.LongMiddleTexture != MapSet.EmptyLongName)
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{
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texturelong = sourceside.LongMiddleTexture;
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}
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// Texture given?
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if(texturelong != 0)
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(texturelong);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = texturelong;
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}
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else if(!base.Texture.IsImageLoaded)
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{
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setuponloadedtexture = texturelong;
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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) + new Vector2D(sourceside.OffsetX, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
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tof = tof / tscaleAbs;
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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 + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef 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 flo = Sector.Floor.Level.plane.GetZ(vl);
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float fro = Sector.Floor.Level.plane.GetZ(vr);
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float clo = Sector.Ceiling.Level.plane.GetZ(vl);
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float cro = Sector.Ceiling.Level.plane.GetZ(vr);
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float fle = sd.Floor.plane.GetZ(vl);
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float fre = sd.Floor.plane.GetZ(vr);
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float cle = sd.Ceiling.plane.GetZ(vl);
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float cre = sd.Ceiling.plane.GetZ(vr);
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float fl = flo > fle ? flo : fle;
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float fr = fro > fre ? fro : fre;
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float cl = clo < cle ? clo : cle;
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float cr = cro < cre ? cro : cre;
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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. Inside parts are shaded using control sector's brightness
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int lightlevel;
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PixelColor levelcolor; //mxd
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if(((sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.DisableLighting) != 0))
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{
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lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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levelcolor = sd.Ceiling.colorbelow; //mxd
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}
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else
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{
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lightlevel = lightabsolute ? lightvalue : sourceside.Sector.Brightness + lightvalue;
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levelcolor = extrafloor.Floor.colorbelow; //mxd
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}
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//mxd. This calculates light with doom-style wall shading
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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
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int wallcolor = PixelColor.Modulate(levelcolor, wallbrightness).WithAlpha((byte)extrafloor.Alpha).ToInt();
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fogfactor = CalculateFogFactor(lightlevel);
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// Cut off the part above the 3D floor and below the 3D ceiling
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CropPoly(ref poly, bottom, false);
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CropPoly(ref poly, top, 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> { poly };
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foreach(Effect3DFloor ef in sd.ExtraFloors)
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{
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//mxd. Our poly should be clipped when our ond other extrafloors are both solid or both translucent,
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// or when only our extrafloor is translucent
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if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
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{
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//TODO: [this crashed on me once when performing auto-align on myriad of textures on BoA C1M0]
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if(ef.Floor == null || ef.Ceiling == null) ef.Update();
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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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if(polygons.Count > 0)
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{
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List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 2)
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{
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if(extrafloor.Sloped3dFloor) this.RenderPass = RenderPass.Mask; //mxd
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else if(extrafloor.RenderAdditive) this.RenderPass = RenderPass.Additive; //mxd
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else if(extrafloor.Alpha < 255) this.RenderPass = RenderPass.Alpha;
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else this.RenderPass = RenderPass.Mask;
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//mxd. Inner sides always have extrafloor color
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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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v.c = wallcolor;
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verts[i] = v;
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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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}
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base.SetVertices(null); //mxd
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return false;
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}
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#endregion
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}
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}
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