mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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284 lines
9.1 KiB
C#
284 lines
9.1 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;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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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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// 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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Vector2D vl, vr;
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// Texture given?
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if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
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{
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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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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Texture given?
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if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
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{
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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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{
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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}
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else
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{
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if(!base.Texture.IsImageLoaded)
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setuponloadedtexture = Sidedef.LongMiddleTexture;
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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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// 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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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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{
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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)(Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
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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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if (General.Map.Config.ScaledTextureOffsets && !base.Texture.WorldPanning)
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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tp.trb += new Vector2D(Sidedef.OffsetX * base.Texture.Scale.x, Sidedef.OffsetY * base.Texture.Scale.y);
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}
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else
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{
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tp.tlt += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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tp.trb += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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}
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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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PixelColor wallbrightness = PixelColor.FromInt(mode.CalculateBrightness(sd.Ceiling.brightnessbelow));
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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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repeatmidtex = false;
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if(Sidedef.Fields.ContainsKey("wrapmidtex"))
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{
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if(Sidedef.Fields["wrapmidtex"].Value is bool)
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repeatmidtex = (bool)Sidedef.Fields["wrapmidtex"].Value;
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}
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else
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repeatmidtex = Sidedef.Line.IsFlagSet("wrapmidtex");
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if(!repeatmidtex)
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{
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// First determine the visible portion of the texture
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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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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 + tsz.y;
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else
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textop = geotop;
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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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{
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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);
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if(verts.Count > 0)
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{
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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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{
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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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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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}
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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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#endregion
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}
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}
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