UltimateZoneBuilder/Source/BuilderModes/VisualModes/VisualCeiling.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 CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
{
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internal sealed class VisualCeiling : BaseVisualGeometrySector
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public bool Setup()
{
WorldVertex[] verts;
WorldVertex v;
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Sector s = base.Sector.Sector;
// Load floor texture
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D;
// Make vertices
verts = new WorldVertex[s.Triangles.Vertices.Count];
for(int i = 0; i < s.Triangles.Vertices.Count; i++)
{
// Use sector brightness for color shading
PixelColor pc = new PixelColor(255, unchecked((byte)s.Brightness),
unchecked((byte)s.Brightness),
unchecked((byte)s.Brightness));
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verts[i].c = pc.ToInt();
//verts[i].c = -1;
// Grid aligned texture coordinates
if(base.Texture.IsImageLoaded)
{
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verts[i].u = s.Triangles.Vertices[i].x / base.Texture.ScaledWidth;
verts[i].v = s.Triangles.Vertices[i].y / base.Texture.ScaledHeight;
}
else
{
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verts[i].u = s.Triangles.Vertices[i].x / 64;
verts[i].v = s.Triangles.Vertices[i].y / 64;
}
// Vertex coordinates
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verts[i].x = s.Triangles.Vertices[i].x;
verts[i].y = s.Triangles.Vertices[i].y;
verts[i].z = (float)s.CeilHeight;
}
// The sector triangulation created clockwise triangles that
// are right up for the floor. For the ceiling we must flip
// the triangles upside down.
// Swap some vertices to flip all triangles
for(int i = 0; i < verts.Length; i += 3)
{
// Swap
v = verts[i];
verts[i] = verts[i + 1];
verts[i + 1] = v;
}
// Apply vertices
base.SetVertices(verts);
return (verts.Length > 0);
}
#endregion
#region ================== Methods
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// Paste texture
public override void OnPasteTexture()
{
General.Map.UndoRedo.CreateUndo("Paste ceiling " + mode.CopiedFlat);
SetTexture(mode.CopiedFlat);
this.Setup();
}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
General.Map.UndoRedo.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, this.Sector.Sector.Index);
this.Sector.Sector.CeilHeight += amount;
}
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// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float planez = (float)Sector.Sector.CeilHeight;
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// Check if line crosses the z height
if((from.z < planez) && (to.z > planez))
{
// Calculate intersection point using the z height
pickrayu = (planez - from.z) / (to.z - from.z);
pickintersect = from + (to - from) * pickrayu;
// Intersection point within bbox?
RectangleF bbox = Sector.Sector.BBox;
return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
}
else
{
// Not even crossing the z height (or not in the right direction)
return false;
}
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
u_ray = pickrayu;
// Check on which side of the nearest sidedef we are
Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
float side = sd.Line.SideOfLine(pickintersect);
return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront));
}
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// Return texture name
public override string GetTextureName()
{
return this.Sector.Sector.CeilTexture;
}
// This changes the texture
protected override void SetTexture(string texturename)
{
this.Sector.Sector.SetCeilTexture(texturename);
General.Map.Data.UpdateUsedTextures();
this.Setup();
}
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#endregion
}
}