UltimateZoneBuilder/Source/VisualModes/VisualGeometry.cs

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#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;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using SlimDX.Direct3D9;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
#endregion
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namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualGeometry : IComparable<VisualGeometry>
{
#region ================== Variables
// Texture
private ImageData texture;
// Vertices
private WorldVertex[] vertices;
private int triangles;
// Sector
private VisualSector sector;
// Rendering
private int renderpass;
// Sector buffer info
private int vertexoffset;
#endregion
#region ================== Properties
// Internal properties
internal WorldVertex[] Vertices { get { return vertices; } }
internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } }
internal int Triangles { get { return triangles; } }
internal int RenderPassInt { get { return renderpass; } }
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// These are only here so that we can call this on all geometry
// but it is only implemented in the VisualSidedef class
internal Vector3D PickIntersect { set { } }
internal float PickRayU { set { } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Solid.
/// </summary>
public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)value; } }
/// <summary>
/// Image to use as texture on this geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Returns the VisualSector this geometry has been added to.
/// </summary>
public VisualSector Sector { get { return sector; } internal set { sector = value; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public VisualGeometry()
{
// Defaults
renderpass = (int)RenderPass.Solid;
}
#endregion
#region ================== Methods
// This sets the vertices for this geometry
protected void SetVertices(ICollection<WorldVertex> verts)
{
// Copy vertices
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
if(sector != null) sector.NeedsUpdateGeo = true;
}
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// This compares for sorting by sector
public int CompareTo(VisualGeometry other)
{
// Compare sectors
return this.sector.Sector.Index - other.sector.Sector.Index;
}
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/// <summary>
/// This is called when the geometry must be tested for line intersection. This should reject
/// as fast as possible to rule out all geometry that certainly does not touch the line.
/// </summary>
public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
return false;
}
/// <summary>
/// This is called when the geometry must be tested for line intersection. This should perform
/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
/// </summary>
public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
return false;
}
#endregion
}
}