mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 20:32:34 +00:00
b77b8e61d9
Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures. Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation. Visual mode, UDMF: control line's OffsetX and OffsetY were not taken into account when calculating texture offsets of 3d floors' sides. Visual mode, UDMF: fixed a ton of bugs in Auto align functions. Visual mode, UDMF: when using "Move Texture Left/Right/Up/Down by 1" actions texture offsets were not updated properly when texture's scale was < 1.0. Visual mode, UDMF: OffsetX and OffsetY were not taken into account in "Fit Texture Width/Height" actions. Dockers Panel: added Pin/Unpin button, which acts the same as "Preferences -> Interface -> Side panels -> Auto hide" checkbox. Texture size labels can now be disabled by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox. Texture size labels now are not shown for unknown textures. Most of texture size labels had incorrect bg color. ZDoom_linedefs.cfg: action specials 223 and 224 had incorrect Arg0.
370 lines
13 KiB
C#
370 lines
13 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.Generic;
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using System.Drawing;
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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.GZBuilder.Tools;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualMiddleDouble : 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 bool repeatmidtex;
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private Plane topclipplane;
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private Plane bottomclipplane;
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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 VisualMiddleDouble(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;
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// Set render pass
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this.RenderPass = RenderPass.Mask;
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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()
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{
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//mxd
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if(Sidedef.MiddleTexture.Length == 0 || Sidedef.MiddleTexture[0] == '-') return false;
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Vector2D vl, vr;
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//mxd. lightfog flag support
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bool lightabsolute = Sidedef.Fields.GetValue("lightabsolute", false);
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bool ignoreUDMFLight = (!Sidedef.Fields.GetValue("lightfog", false) || !lightabsolute) && Sector.Sector.Fields.ContainsKey("fadecolor");
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int lightvalue = ignoreUDMFLight ? 0 : Sidedef.Fields.GetValue("light", 0); //mxd
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if (ignoreUDMFLight) lightabsolute = false;
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Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_mid", 1.0f),
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Sidedef.Fields.GetValue("scaley_mid", 1.0f));
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Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_mid", 0.0f),
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Sidedef.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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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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} else {
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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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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
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if(base.Texture == null) {
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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} else {
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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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 + toffset;
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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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// 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 = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
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float geotop = (float)Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
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float geobottom = (float)Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) {
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// When lower unpegged is set, the middle texture is bound to the bottom
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tp.tlt.y = tsz.y - (float)(geotop - geobottom);
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}
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + ((float)Sidedef.Sector.CeilHeight - ((float)Sidedef.Sector.FloorHeight + 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, (float)Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, (float)Sidedef.Sector.FloorHeight + 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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// Keep top and bottom planes for intersection testing
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top = sd.Ceiling.plane;
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bottom = sd.Floor.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, sd.Floor.plane.GetZ(vl)));
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poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
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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, 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 below the other floor and above the other ceiling
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CropPoly(ref poly, osd.Ceiling.plane, true);
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CropPoly(ref poly, osd.Floor.plane, true);
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// Determine if we should repeat the middle texture
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if(Sidedef.Fields.ContainsKey("wrapmidtex"))
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repeatmidtex = Sidedef.Fields.GetValue("wrapmidtex", false);
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else
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repeatmidtex = Sidedef.Line.IsFlagSet("wrapmidtex");
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if(!repeatmidtex) {
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// First determine the visible portion of the texture
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float textop, texbottom;
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// Determine top portion height
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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textop = geobottom + tof.y + tsz.y;
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else
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textop = geotop + tof.y;
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// Calculate bottom portion height
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texbottom = textop - tsz.y;
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// Create crop planes (we also need these for intersection testing)
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topclipplane = new Plane(new Vector3D(0, 0, -1), textop);
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bottomclipplane = new Plane(new Vector3D(0, 0, 1), -texbottom);
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// Crop polygon by these heights
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CropPoly(ref poly, topclipplane, true);
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CropPoly(ref poly, bottomclipplane, true);
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}
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if(poly.Count > 2) {
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// Keep top and bottom planes for intersection testing
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top = osd.Ceiling.plane;
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bottom = osd.Floor.plane;
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// Process the polygon and create vertices
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List<WorldVertex> verts = CreatePolygonVertices(poly, tp, sd, lightvalue, lightabsolute);
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if(verts.Count > 0) {
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// Apply alpha to vertices
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byte alpha = SetLinedefRenderstyle(true);
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if(alpha < 255) {
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for(int i = 0; i < verts.Count; i++) {
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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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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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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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if(!repeatmidtex)
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{
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// Whe nthe texture is not repeated, leave when outside crop planes
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if((pickintersect.z < bottomclipplane.GetZ(pickintersect)) ||
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(pickintersect.z > topclipplane.GetZ(pickintersect)))
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return false;
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}
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return base.PickFastReject(from, to, dir);
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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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return this.Sidedef.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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this.Sidedef.SetTextureMid(texturename);
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General.Map.Data.UpdateUsedTextures();
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this.Setup();
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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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float scalex = Sidedef.Fields.GetValue("scalex_mid", 1.0f);
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float scaley = Sidedef.Fields.GetValue("scaley_mid", 1.0f);
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Sidedef.Fields["offsetx_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldx, (float)xy.X, scalex)); //mxd
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Sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float, getRoundedTextureOffset(oldy, (float)xy.Y, scaley)); //mxd
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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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protected override void ResetTextureScale() {
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Sidedef.Fields.BeforeFieldsChange();
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if(Sidedef.Fields.ContainsKey("scalex_mid")) Sidedef.Fields.Remove("scalex_mid");
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if(Sidedef.Fields.ContainsKey("scaley_mid")) Sidedef.Fields.Remove("scaley_mid");
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}
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//mxd
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public override void OnChangeTargetBrightness(bool up) {
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if(!General.Map.UDMF) {
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base.OnChangeTargetBrightness(up);
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return;
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}
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int light = Sidedef.Fields.GetValue("light", 0);
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bool absolute = Sidedef.Fields.GetValue("lightabsolute", false);
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int newLight = 0;
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if(up)
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newLight = General.Map.Config.BrightnessLevels.GetNextHigher(light, absolute);
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else
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newLight = General.Map.Config.BrightnessLevels.GetNextLower(light, absolute);
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if(newLight == light) return;
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//create undo
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mode.CreateUndo("Change middle wall brightness", UndoGroup.SurfaceBrightnessChange, Sector.Sector.FixedIndex);
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Sidedef.Fields.BeforeFieldsChange();
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//apply changes
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Sidedef.Fields["light"] = new UniValue(UniversalType.Integer, newLight);
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mode.SetActionResult("Changed middle wall brightness to " + newLight + ".");
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Sector.Sector.UpdateCache();
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//rebuild sector
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Sector.UpdateSectorGeometry(false);
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}
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//mxd
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public override void OnTextureFit(bool fitWidth, bool fitHeight) {
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if(!General.Map.UDMF) return;
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if(string.IsNullOrEmpty(Sidedef.MiddleTexture) || Sidedef.MiddleTexture == "-" || !Texture.IsImageLoaded) return;
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string s;
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if(fitWidth && fitHeight) s = "width and height";
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else if(fitWidth) s = "width";
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else s = "height";
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//create undo
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mode.CreateUndo("Fit texture (" + s + ")", UndoGroup.TextureOffsetChange, Sector.Sector.FixedIndex);
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Sidedef.Fields.BeforeFieldsChange();
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if(fitWidth) {
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float scaleX = Texture.ScaledWidth / Sidedef.Line.Length;
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UDMFTools.SetFloat(Sidedef.Fields, "scalex_mid", scaleX, 1.0f, false);
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float offsetX = (float)Math.Round(-(float)Sidedef.OffsetX * scaleX);
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UDMFTools.SetFloat(Sidedef.Fields, "offsetx_mid", offsetX, 0.0f, false);
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}
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if(fitHeight && Sidedef.Sector != null) {
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float scaleY = (float)Texture.ScaledHeight / (Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
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UDMFTools.SetFloat(Sidedef.Fields, "scaley_mid", scaleY, 1.0f, false);
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float offsetY = mode.GetMiddleOffsetY(Sidedef, -Sidedef.OffsetY, scaleY, true) % Texture.Height;
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UDMFTools.SetFloat(Sidedef.Fields, "offsety_mid", offsetY, 0.0f, false);
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}
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Setup();
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}
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight) {
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selectNeighbours(Sidedef.MiddleTexture, select, withSameTexture, withSameHeight);
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}
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#endregion
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}
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}
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