UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualSector.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 CodeImp.DoomBuilder.Windows;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
internal class BaseVisualSector : VisualSector
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public BaseVisualSector(Sector s) : base(s)
{
// Initialize
Rebuild();
// We have no destructor
GC.SuppressFinalize(this);
}
// Disposer
public override void Dispose()
{
// Not already disposed?
if(!IsDisposed)
{
// Clean up
// Dispose base
base.Dispose();
}
}
#endregion
#region ================== Methods
// This (re)builds the visual sector, calculating all geometry from scratch
public void Rebuild()
{
// Forget old geometry
base.ClearGeometry();
// Make the floor and ceiling
base.AddGeometry(new VisualFloor(base.Sector));
base.AddGeometry(new VisualCeiling(base.Sector));
// Go for all sidedefs
foreach(Sidedef sd in base.Sector.Sidedefs)
{
// Make middle wall
base.AddGeometry(new VisualMiddle(sd));
// Check if upper and lower parts are possible at all
if(sd.Other != null)
{
// Make upper and lower walls
base.AddGeometry(new VisualLower(sd));
base.AddGeometry(new VisualUpper(sd));
}
}
}
#endregion
}
}