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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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581 lines
22 KiB
C#
Executable file
581 lines
22 KiB
C#
Executable file
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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.Generic;
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using System.Drawing;
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using System.Globalization;
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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.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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using System.Windows.Forms;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal 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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protected 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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geometrytype = VisualGeometryType.WALL_MIDDLE_3D;
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partname = "mid";
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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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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)
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{
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base.SetVertices(null);
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return false;
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}
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Vector2D vl, vr;
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bool useuppertexture = (sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) == (int)Effect3DFloor.Flags.UseUpperTexture;
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bool uselowertexture = (sourceside.Line.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) == (int)Effect3DFloor.Flags.UseLowerTexture;
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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;
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Vector2D toffset2 = new Vector2D(0.0, 0.0);
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// If the upper or lower textures are used we have to take the scale of those, not of the source
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// Not in SRB2, though
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//if (useuppertexture)
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// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0), Sidedef.Fields.GetValue("scaley_top", 1.0));
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//else if (uselowertexture)
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// tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_bottom", 1.0), Sidedef.Fields.GetValue("scaley_bottom", 1.0));
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//else
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{
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tscale = new Vector2D(sourceside.Fields.GetValue("scalex_mid", 1.0), sourceside.Fields.GetValue("scaley_mid", 1.0));
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// The offset of the source side is only taken into account when not using the upper or lower textures
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toffset2 = new Vector2D(sourceside.Fields.GetValue("offsetx_mid", 0.0), sourceside.Fields.GetValue("offsety_mid", 0.0));
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}
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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", 0.0), 0.0); // SRB2 only uses middle X offset
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//Sidedef.Fields.GetValue("offsety_mid", 0.0));
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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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//mxd. which texture we must use?
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long texturelong = 0;
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if(useuppertexture)
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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(uselowertexture)
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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. Round up, because that's apparently what GZDoom does
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Vector2D tsz = new Vector2D(Math.Ceiling(base.Texture.ScaledWidth / tscale.x), Math.Ceiling(base.Texture.ScaledHeight / tscale.y));
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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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Vector2D tof = new Vector2D(Sidedef.OffsetX, 0.0f) + new Vector2D(0.0f, sourceside.OffsetY);
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tof = tof + toffset1 + toffset2;
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// biwa. Also take the ForceWorldPanning MAPINFO entry into account
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if (General.Map.Config.ScaledTextureOffsets && (!base.Texture.WorldPanning && !General.Map.Data.MapInfo.ForceWorldPanning))
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{
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tof = tof / tscaleAbs;
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tof = tof * base.Texture.Scale;
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// If the texture gets replaced with a "hires" texture it adds more fuckery
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if (base.Texture is HiResImage)
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tof *= tscaleAbs;
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// Round up, since that's apparently what GZDoom does. Not sure if this is the right place or if it also has to be done earlier
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tof = new Vector2D(Math.Ceiling(tof.x), Math.Ceiling(tof.y));
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}
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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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double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
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double 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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Vector3D vlt, vlb, vrt, vrb;
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Vector2D tlt, tlb, trt, trb;
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bool lowerunpegged = sourceside.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag);
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bool slopeskew = sourceside.Line.IsFlagSet(General.Map.Config.SlopeSkewFlag);
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double topheight = slopeskew ? extrafloor.Ceiling.plane.GetZ(vl) : sourcetopheight;
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double bottomheight = slopeskew ? extrafloor.Floor.plane.GetZ(vl) : sourcebottomheight;
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double topheight2 = slopeskew ? extrafloor.Ceiling.plane.GetZ(vr) : sourcetopheight;
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double bottomheight2 = slopeskew ? extrafloor.Floor.plane.GetZ(vr) : sourcebottomheight;
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//float floorbias = (topheight == bottomheight) ? 1.0f : 0.0f;
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//float floorbias2 = (topheight2 == bottomheight2) ? 1.0f : 0.0f;
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tlt.x = tlb.x = 0;
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trt.x = trb.x = Sidedef.Line.Length;
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// For SRB2, invert Lower Unpegged behavior for non-skewed 3D floors
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tlt.y = !(lowerunpegged ^ slopeskew) ? 0 : -(topheight - bottomheight);
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trt.y = !(lowerunpegged ^ slopeskew) ? 0 : -(topheight2 - bottomheight2);
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tlb.y = !(!lowerunpegged ^ slopeskew) ? 0 : (topheight - bottomheight);
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trb.y = !(!lowerunpegged ^ slopeskew) ? 0 : (topheight2 - bottomheight2);
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// Apply texture offset
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tlt += tof;
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tlb += tof;
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trb += tof;
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trt += tof;
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// Transform pixel coordinates to texture coordinates
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tlt /= tsz;
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tlb /= tsz;
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trb /= tsz;
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trt /= tsz;
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// Geometry coordinates
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vlt = new Vector3D(vl.x, vl.y, topheight);
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vlb = new Vector3D(vl.x, vl.y, bottomheight);
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vrb = new Vector3D(vr.x, vr.y, bottomheight2);
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vrt = new Vector3D(vr.x, vr.y, topheight2);
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TexturePlane tp = new TexturePlane();
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tp.tlt = lowerunpegged ? tlb : tlt;
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tp.trb = trb;
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tp.trt = trt;
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tp.vlt = lowerunpegged ? vlb : vlt;
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tp.vrb = vrb;
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tp.vrt = vrt;
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//mxd. Get ceiling and floor heights. Use our and neighbour sector's data
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SectorData sdo = mode.GetSectorData(Sidedef.Other.Sector);
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double flo = sdo.Floor.plane.GetZ(vl);
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double fro = sdo.Floor.plane.GetZ(vr);
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double clo = sdo.Ceiling.plane.GetZ(vl);
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double cro = sdo.Ceiling.plane.GetZ(vr);
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double fle = sd.Floor.plane.GetZ(vl);
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double fre = sd.Floor.plane.GetZ(vr);
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double cle = sd.Ceiling.plane.GetZ(vl);
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double cre = sd.Ceiling.plane.GetZ(vr);
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double fl = flo > fle ? flo : fle;
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double fr = fro > fre ? fro : fre;
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double cl = clo < cle ? clo : cle;
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double 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
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int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
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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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PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
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fogfactor = CalculateFogFactor(lightlevel);
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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> { poly };
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bool translucent = (extrafloor.RenderAdditive || extrafloor.Alpha < 255);
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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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// Our poly should not be clipped when our extrafloor is translucent and the other one isn't and both have renderinside setting.
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bool othertranslucent = (ef.RenderAdditive || ef.Alpha < 255);
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if(translucent && !othertranslucent && !ef.ClipSidedefs) continue;
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if(ef.ClipSidedefs == extrafloor.ClipSidedefs || ef.ClipSidedefs)
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{
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//TODO: find out why ef can be not updated at this point
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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) || Texture.IsTranslucent) this.RenderPass = RenderPass.Alpha; // [ZZ] translucent texture should trigger Alpha pass
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else this.RenderPass = RenderPass.Mask;
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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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v.c = PixelColor.FromInt(v.c).WithAlpha(alpha).ToInt();
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verts[i] = v;
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}
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}
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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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#region ================== Methods
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// This performs a fast test in object picking (mxd)
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Top and bottom are swapped in Vavoom-type 3d floors
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if(extrafloor.VavoomType)
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return (pickintersect.z >= top.GetZ(pickintersect)) && (pickintersect.z <= bottom.GetZ(pickintersect));
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return base.PickFastReject(from, to, dir);
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}
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//mxd. Alpha based picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref double u_ray)
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{
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if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || (!Texture.IsTranslucent && !Texture.IsMasked)) return base.PickAccurate(from, to, dir, ref u_ray);
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double u;
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Sidedef sourceside = extrafloor.Linedef.Front;
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new Line2D(from, to).GetIntersection(Sidedef.Line.Line, out u);
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if(Sidedef != Sidedef.Line.Front) u = 1.0f - u;
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// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
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int imageWidth = Texture.GetAlphaTestWidth();
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int imageHeight = Texture.GetAlphaTestHeight();
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// Determine texture scale...
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Vector2D imgscale = new Vector2D((float)Texture.Width / imageWidth, (float)Texture.Height / imageHeight);
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Vector2D texscale = (Texture is HiResImage) ? imgscale * Texture.Scale : Texture.Scale;
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// Get correct offset to texture space...
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double texoffsetx = Sidedef.OffsetX + sourceside.OffsetX + UniFields.GetFloat(Sidedef.Fields, "offsetx_mid") + UniFields.GetFloat(sourceside.Fields, "offsetx_mid");
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int ox = (int)Math.Floor((u * Sidedef.Line.Length * UniFields.GetFloat(sourceside.Fields, "scalex_mid", 1.0f) / texscale.x + (texoffsetx / imgscale.x)) % imageWidth);
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double texoffsety = Sidedef.OffsetY + sourceside.OffsetY + UniFields.GetFloat(Sidedef.Fields, "offsety_mid") + UniFields.GetFloat(sourceside.Fields, "offsety_mid");
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int oy = (int)Math.Ceiling(((pickintersect.z - sourceside.Sector.CeilHeight) * UniFields.GetFloat(sourceside.Fields, "scaley_mid", 1.0f) / texscale.y - (texoffsety / imgscale.y)) % imageHeight);
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// Make sure offsets are inside of texture dimensions...
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if (ox < 0) ox += imageWidth;
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if (oy < 0) oy += imageHeight;
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// Check pixel alpha
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Point pixelpos = new Point(General.Clamp(ox, 0, imageWidth - 1), General.Clamp(imageHeight - oy, 0, imageHeight - 1));
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return (Texture.AlphaTestPixel(pixelpos.X, pixelpos.Y) && base.PickAccurate(@from, to, dir, ref u_ray));
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}
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// Return texture name
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public override string GetTextureName()
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{
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//mxd
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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return Sidedef.HighTexture;
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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return Sidedef.LowTexture;
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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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//mxd
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseUpperTexture) != 0)
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Sidedef.SetTextureHigh(texturename);
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if((extrafloor.Linedef.Args[2] & (int)Effect3DFloor.Flags.UseLowerTexture) != 0)
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Sidedef.SetTextureLow(texturename);
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else
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extrafloor.Linedef.Front.SetTextureMid(texturename);
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|
|
General.Map.Data.UpdateUsedTextures();
|
|
|
|
//mxd. Update model sector
|
|
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
|
|
}
|
|
|
|
protected override void SetTextureOffsetX(int x)
|
|
{
|
|
Sidedef.Fields.BeforeFieldsChange();
|
|
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, (double)x);
|
|
}
|
|
|
|
protected override void SetTextureOffsetY(int y)
|
|
{
|
|
Sidedef.Fields.BeforeFieldsChange();
|
|
Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, (double)y);
|
|
}
|
|
|
|
protected override void MoveTextureOffset(int offsetx, int offsety)
|
|
{
|
|
Sidedef.Fields.BeforeFieldsChange();
|
|
|
|
// SRB2 aligns the source side's Y offset instead of the in-level sidedef
|
|
Sidedef sourceside = extrafloor.Linedef.Front;
|
|
sourceside.Fields.BeforeFieldsChange();
|
|
|
|
bool worldpanning = this.Texture.WorldPanning || General.Map.Data.MapInfo.ForceWorldPanning;
|
|
double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
|
|
double oldy = sourceside.Fields.GetValue("offsety_mid", 0.0);
|
|
double scalex = sourceside.Fields.GetValue("scalex_mid", 1.0);
|
|
double scaley = sourceside.Fields.GetValue("scaley_mid", 1.0);
|
|
bool textureloaded = (Texture != null && Texture.IsImageLoaded); //mxd
|
|
double width = textureloaded ? (worldpanning ? this.Texture.ScaledWidth / scalex : this.Texture.Width) : -1; // biwa
|
|
double height = textureloaded ? (worldpanning ? this.Texture.ScaledHeight / scaley : this.Texture.Height) : -1; // biwa
|
|
|
|
Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldx, offsetx, width)); //mxd // biwa
|
|
sourceside.Fields["offsety_mid"] = new UniValue(UniversalType.Float, GetNewTexutreOffset(oldy, offsety, height)); //mxd // biwa
|
|
}
|
|
|
|
protected override Point GetTextureOffset()
|
|
{
|
|
double oldx = Sidedef.Fields.GetValue("offsetx_mid", 0.0);
|
|
double oldy = Sidedef.Fields.GetValue("offsety_mid", 0.0);
|
|
return new Point((int)oldx, (int)oldy);
|
|
}
|
|
|
|
//mxd
|
|
public override Linedef GetControlLinedef()
|
|
{
|
|
return extrafloor.Linedef;
|
|
}
|
|
|
|
//mxd
|
|
public override void OnTextureFit(FitTextureOptions options)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
if(string.IsNullOrEmpty(extrafloor.Linedef.Front.MiddleTexture) || extrafloor.Linedef.Front.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
|
|
FitTexture(options);
|
|
|
|
// Update the model sector to update all 3d floors
|
|
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
|
|
}
|
|
|
|
//mxd. Only control sidedef scale is used by GZDoom
|
|
public override void OnChangeScale(int incrementX, int incrementY)
|
|
{
|
|
if(!General.Map.UDMF || Texture == null || !Texture.IsImageLoaded) return;
|
|
|
|
if((General.Map.UndoRedo.NextUndo == null) || (General.Map.UndoRedo.NextUndo.TicketID != undoticket))
|
|
undoticket = mode.CreateUndo("Change wall scale");
|
|
|
|
Sidedef target = extrafloor.Linedef.Front;
|
|
if(target == null) return;
|
|
|
|
double scaleX = target.Fields.GetValue("scalex_mid", 1.0);
|
|
double scaleY = target.Fields.GetValue("scaley_mid", 1.0);
|
|
|
|
target.Fields.BeforeFieldsChange();
|
|
|
|
if (Math.Abs(incrementX) == 1)
|
|
{
|
|
incrementX *= scaleX < 1.0 || (scaleX < 1.1 && incrementX < 0) ? 5 : 10; // Finer control at smaller (<1.0) scales
|
|
UniFields.SetFloat(target.Fields, "scalex_mid", ((scaleX * 100) + incrementX) / 100, 1.0);
|
|
}
|
|
else if (Math.Abs(incrementX) == 2)
|
|
UniFields.SetFloat(target.Fields, "scalex_mid", incrementX < 0 ? scaleX / 2 : scaleX * 2, 1.0);
|
|
|
|
if (Math.Abs(incrementY) == 1)
|
|
{
|
|
incrementY *= scaleY < 1.0 || (scaleY < 1.1 && incrementY < 0) ? 5 : 10; // Finer control at smaller (<1.0) scales
|
|
UniFields.SetFloat(target.Fields, "scaley_mid", ((scaleY * 100) + incrementY) / 100, 1.0);
|
|
}
|
|
else if (Math.Abs(incrementY) == 2)
|
|
UniFields.SetFloat(target.Fields, "scaley_mid", incrementY < 0 ? scaleY / 2 : scaleY * 2, 1.0);
|
|
|
|
scaleX = target.Fields.GetValue("scalex_mid", 1.0);
|
|
scaleY = target.Fields.GetValue("scaley_mid", 1.0);
|
|
|
|
// Update the model sector to update all 3d floors
|
|
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
|
|
|
|
// Display result
|
|
mode.SetActionResult("Wall 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
|
|
protected override void ResetTextureScale()
|
|
{
|
|
Sidedef target = extrafloor.Linedef.Front;
|
|
target.Fields.BeforeFieldsChange();
|
|
if(target.Fields.ContainsKey("scalex_mid")) target.Fields.Remove("scalex_mid");
|
|
if(target.Fields.ContainsKey("scaley_mid")) target.Fields.Remove("scaley_mid");
|
|
}
|
|
|
|
//mxd
|
|
public override void OnResetTextureOffset()
|
|
{
|
|
base.OnResetTextureOffset();
|
|
|
|
// Update the model sector to update all 3d floors
|
|
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
|
|
}
|
|
|
|
//mxd
|
|
public override void OnResetLocalTextureOffset()
|
|
{
|
|
if(!General.Map.UDMF || !General.Map.Config.UseLocalSidedefTextureOffsets)
|
|
{
|
|
OnResetTextureOffset();
|
|
return;
|
|
}
|
|
|
|
base.OnResetLocalTextureOffset();
|
|
|
|
// Update the model sector to update all 3d floors
|
|
mode.GetVisualSector(extrafloor.Linedef.Front.Sector).UpdateSectorGeometry(false);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|