UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualThing.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;
using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualThing : VisualThing
{
#region ================== Constants
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#endregion
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#region ================== Variables
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private ThingTypeInfo info;
private bool isloaded;
private ImageData sprite;
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private float cageradius2;
private Vector2D pos2d;
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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
public BaseVisualThing(Thing t) : base(t)
{
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// Find thing information
info = General.Map.Config.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
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// We have no destructor
GC.SuppressFinalize(this);
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}
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// This builds the thing geometry. Returns false when nothing was created.
public virtual bool Setup()
{
if(sprite != null)
{
// Find the sector in which the thing resides
Thing.DetermineSector();
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PixelColor pc;
if(Thing.Sector != null)
{
// Use sector brightness for color shading
pc = new PixelColor(255, unchecked((byte)Thing.Sector.Brightness),
unchecked((byte)Thing.Sector.Brightness),
unchecked((byte)Thing.Sector.Brightness));
}
else
{
// Full brightness
pc = new PixelColor(255, 255, 255, 255);
}
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// Check if the texture is loaded
isloaded = sprite.IsImageLoaded;
if(isloaded)
{
base.Texture = sprite;
// Determine sprite size
float radius = sprite.ScaledWidth * 0.5f;
float height = sprite.ScaledHeight;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, pc.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, pc.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, pc.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, pc.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
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float radius = info.Width;
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float height = info.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, pc.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, pc.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, pc.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, pc.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
}
}
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// Setup position and size
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Vector3D pos = Thing.Position;
if(Thing.Sector != null) pos.z += Thing.Sector.FloorHeight;
SetPosition(pos);
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SetCageSize(info.Width, info.Height);
SetCageColor(Thing.Color);
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// Keep info for object picking
cageradius2 = info.Width * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
pos2d = Thing.Position;
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// Done
return true;
}
// Disposing
public override void Dispose()
{
if(!IsDisposed)
{
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if(sprite != null)
{
sprite.RemoveReference();
sprite = null;
}
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}
base.Dispose();
}
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#endregion
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#region ================== Methods
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// This updates the thing when needed
public override void Update()
{
if(!isloaded)
{
// Rebuild sprite geometry when sprite is loaded
if(sprite.IsImageLoaded)
{
Setup();
}
}
// Let the base update
base.Update();
}
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// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
return false;
}
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#endregion
}
}