UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/VisualUpper.cs
MaxED 13c3155db5 Removed "Paste Properties Options" action.
Added "Paste Properties Special" actions in "Classic" and "Visual" categories. They work the same way as "Paste Special" action.
Added: "Copy Properties", "Paste Properties" and "Paste Properties Special" options are now shown in the Edit menu if current classic mode supports them.
Changed, Paste Properties Special window: only options relevant to current map format are now displayed.
Changed, Paste Properties Special window, UDMF: all UI-managed options are now available.
Fixed: MAPINFO parser was unable to process "include" directives.
Fixed, General interface: selection info was reset to "Nothing selected" after few seconds regardless of current selection.
Fixed, Visual mode: thing bounding boxes were not updated when changing things positions using Randomize mode.
Fixed, Visual mode: event lines were displayed at incorrect height when entering Visual mode for the first time.
Fixed, Texture Browser window: when MixTexturesFlats Game Configuration option is disabled, textures/flats are no longer shown in the Used group when flats/textures with the same names are used in the map. 
Fixed(?): probably fixed an exception some users reported when trying to initialize a Classic mode after switching from Visual mode with "Sync cameras" option enabled.
Changed, Game configurations, Thing Categories: a block must have at least one thing category property to be recognized as a thing category.
Changed, Visplane Explorer: the plugin now outputs more info when it fails to initialize vpo.dll.
Cosmetic, Thing Edit window, Doom/Hexen map format: adjusted UI layout so thing flags control no longer displays scrollbars in Hexen map format.
Internal: merged methods from UDMFTools into UniFields, removed UDMFTools. 
Updated Inno Setup script (added VC++ 2008 SP1 distributive). 
Updated ZDoom_DECORATE.cfg (A_CheckBlock).
Updated documentation (added "System Requirements" page).
2015-10-09 12:38:12 +00:00

313 lines
10 KiB
C#

#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.Drawing;
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 VisualUpper : BaseVisualGeometrySidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualUpper(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
{
//mxd
geometrytype = VisualGeometryType.WALL_UPPER;
partname = "top";
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public override bool Setup()
{
Vector2D vl, vr;
//mxd. lightfog flag support
int lightvalue;
bool lightabsolute;
GetLightValue(out lightvalue, out lightabsolute);
Vector2D tscale = new Vector2D(Sidedef.Fields.GetValue("scalex_top", 1.0f),
Sidedef.Fields.GetValue("scaley_top", 1.0f));
Vector2D toffset = new Vector2D(Sidedef.Fields.GetValue("offsetx_top", 0.0f),
Sidedef.Fields.GetValue("offsety_top", 0.0f));
// Left and right vertices for this sidedef
if(Sidedef.IsFront)
{
vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
}
else
{
vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
}
// Load sector data
SectorData sd = Sector.GetSectorData();
SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
if(!osd.Updated) osd.Update();
// Texture given?
if((Sidedef.LongHighTexture != MapSet.EmptyLongName))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongHighTexture);
if(base.Texture == null || base.Texture is UnknownImage)
{
base.Texture = General.Map.Data.UnknownTexture3D;
setuponloadedtexture = Sidedef.LongHighTexture;
}
else
{
if(!base.Texture.IsImageLoaded)
setuponloadedtexture = Sidedef.LongHighTexture;
}
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
setuponloadedtexture = 0;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
tsz = tsz / tscale;
// Get texture offsets
Vector2D tof = new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
tof = tof + toffset;
tof = tof / tscale;
if(General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
tof = tof * base.Texture.Scale;
// Determine texture coordinates plane as they would be in normal circumstances.
// We can then use this plane to find any texture coordinate we need.
// The logic here is the same as in the original VisualMiddleSingle (except that
// the values are stored in a TexturePlane)
// NOTE: I use a small bias for the floor height, because if the difference in
// height is 0 then the TexturePlane doesn't work!
TexturePlane tp = new TexturePlane();
float ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
{
// When lower unpegged is set, the lower texture is bound to the bottom
tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight);
}
tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Other.Sector.CeilHeight + ceilbias));
// Apply texture offset
tp.tlt += tof;
tp.trb += tof;
// Transform pixel coordinates to texture coordinates
tp.tlt /= tsz;
tp.trb /= tsz;
// Left top and right bottom of the geometry that
tp.vlt = new Vector3D(vl.x, vl.y, Sidedef.Sector.CeilHeight);
tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Other.Sector.CeilHeight + ceilbias);
// Make the right-top coordinates
tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
// Create initial polygon, which is just a quad between floor and ceiling
WallPolygon poly = new WallPolygon();
poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
// Determine initial color
int lightlevel = lightabsolute ? lightvalue : sd.Ceiling.brightnessbelow + lightvalue;
//mxd. This calculates light with doom-style wall shading
PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(lightlevel, Sidedef));
PixelColor wallcolor = PixelColor.Modulate(sd.Ceiling.colorbelow, wallbrightness);
fogfactor = CalculateFogDensity(lightlevel);
poly.color = wallcolor.WithAlpha(255).ToInt();
// Cut off the part below the other ceiling
CropPoly(ref poly, osd.Ceiling.plane, false);
// Cut out pieces that overlap 3D floors in this sector
List<WallPolygon> polygons = new List<WallPolygon>(1);
polygons.Add(poly);
foreach(Effect3DFloor ef in sd.ExtraFloors)
{
//mxd. Walls should be clipped by solid 3D floors
if(!ef.RenderInside && ef.Alpha == 255)
{
int num = polygons.Count;
for(int pi = 0; pi < num; pi++)
{
// Split by floor plane of 3D floor
WallPolygon p = polygons[pi];
WallPolygon np = SplitPoly(ref p, ef.Ceiling.plane, true);
if(np.Count > 0)
{
// Split part below floor by the ceiling plane of 3D floor
// and keep only the part below the ceiling (front)
SplitPoly(ref np, ef.Floor.plane, true);
if(p.Count == 0)
{
polygons[pi] = np;
}
else
{
polygons[pi] = p;
polygons.Add(np);
}
}
else
{
polygons[pi] = p;
}
}
}
}
if(polygons.Count > 0)
{
// Keep top and bottom planes for intersection testing
top = sd.Ceiling.plane;
bottom = osd.Ceiling.plane;
// Process the polygon and create vertices
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
if(verts.Count > 2)
{
base.SetVertices(verts);
return true;
}
}
base.SetVertices(null); //mxd
return false;
}
#endregion
#region ================== Methods
// Return texture name
public override string GetTextureName()
{
return this.Sidedef.HighTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sidedef.SetTextureHigh(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
//mxd. Other sector also may require updating
SectorData sd = mode.GetSectorData(Sidedef.Sector);
if(sd.ExtraFloors.Count > 0)
((BaseVisualSector)mode.GetVisualSector(Sidedef.Sector)).Rebuild();
}
protected override void SetTextureOffsetX(int x)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, (float)x);
}
protected override void SetTextureOffsetY(int y)
{
Sidedef.Fields.BeforeFieldsChange();
Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, (float)y);
}
protected override void MoveTextureOffset(Point xy)
{
Sidedef.Fields.BeforeFieldsChange();
float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f);
float scalex = Sidedef.Fields.GetValue("scalex_top", 1.0f);
float scaley = Sidedef.Fields.GetValue("scaley_top", 1.0f);
Sidedef.Fields["offsetx_top"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldx, xy.X, scalex, Texture != null ? Texture.Width : -1)); //mxd
Sidedef.Fields["offsety_top"] = new UniValue(UniversalType.Float, GetRoundedTextureOffset(oldy, xy.Y, scaley, Texture != null ? Texture.Height : -1)); //mxd
}
protected override Point GetTextureOffset()
{
float oldx = Sidedef.Fields.GetValue("offsetx_top", 0.0f);
float oldy = Sidedef.Fields.GetValue("offsety_top", 0.0f);
return new Point((int)oldx, (int)oldy);
}
//mxd
protected override void ResetTextureScale()
{
Sidedef.Fields.BeforeFieldsChange();
if(Sidedef.Fields.ContainsKey("scalex_top")) Sidedef.Fields.Remove("scalex_top");
if(Sidedef.Fields.ContainsKey("scaley_top")) Sidedef.Fields.Remove("scaley_top");
}
//mxd
public override void OnTextureFit(FitTextureOptions options)
{
if(!General.Map.UDMF) return;
if(!Sidedef.HighRequired() || string.IsNullOrEmpty(Sidedef.HighTexture) || Sidedef.HighTexture == "-" || !Texture.IsImageLoaded) return;
FitTexture(options);
Setup();
}
//mxd
public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
{
SelectNeighbours(Sidedef.HighTexture, select, withSameTexture, withSameHeight);
}
#endregion
}
}