UltimateZoneBuilder/Source/BuilderModes/VisualModes/VisualLower.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
{
internal class VisualLower : VisualSidedef
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public VisualLower(Sidedef s) : base(s)
{
WorldVertex[] verts;
float geotop;
float geobottom;
float geoheight;
Vector2D v1, v2;
// Calculate size of this wall part
geotop = (float)s.Other.Sector.FloorHeight;
geobottom = (float)s.Sector.FloorHeight;
geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
// Texture given?
if((s.LowTexture.Length > 0) && (s.LowTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(s.LongLowTexture);
if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D;
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
}
// Get coordinates
if(s.IsFront)
{
v1 = s.Line.Start.Position;
v2 = s.Line.End.Position;
}
else
{
v1 = s.Line.End.Position;
v2 = s.Line.Start.Position;
}
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// Use sector brightness for color shading
PixelColor pc = new PixelColor(255, unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness));
// Make vertices
verts = new WorldVertex[6];
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verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), 1.0f, 0.0f);
verts[3] = verts[0];
verts[4] = verts[2];
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verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), 1.0f, 1.0f);
}
else
{
// No geometry for invisible wall
verts = new WorldVertex[0];
}
// Apply vertices
base.SetVertices(verts);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
#endregion
}
}