UltimateZoneBuilder/Source/Core/GZBuilder/Rendering/ThingBoundingBox.cs

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#region ================== Namespaces
using System;
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using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Rendering;
#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Rendering
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{
sealed class ThingBoundingBox : IDisposable, ID3DResource
{
#region ================== Variables
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private VertexBuffer cage;
private VertexBuffer arrow;
private bool isdisposed;
#endregion
#region ================== Properties
public VertexBuffer Cage { get { return cage; } }
public VertexBuffer Arrow { get { return arrow; } }
#endregion
#region ================== Constructor / Disposer
public ThingBoundingBox()
{
// Create geometry
ReloadResource();
// Register as resource
General.Map.Graphics.RegisterResource(this);
}
public void Dispose()
{
// Not already disposed?
if (!isdisposed)
{
if (arrow != null) arrow.Dispose();
if (cage != null) cage.Dispose();
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource()
{
WorldVertex v0 = new WorldVertex(-1.0f, -1.0f, 0.0f);
WorldVertex v1 = new WorldVertex(-1.0f, 1.0f, 0.0f);
WorldVertex v2 = new WorldVertex(1.0f, 1.0f, 0.0f);
WorldVertex v3 = new WorldVertex(1.0f, -1.0f, 0.0f);
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WorldVertex v4 = new WorldVertex(-1.0f, -1.0f, 1.0f);
WorldVertex v5 = new WorldVertex(-1.0f, 1.0f, 1.0f);
WorldVertex v6 = new WorldVertex(1.0f, 1.0f, 1.0f);
WorldVertex v7 = new WorldVertex(1.0f, -1.0f, 1.0f);
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//cage
WorldVertex[] cageVerts = new WorldVertex[] { v0, v1,
v1, v2,
v2, v3,
v3, v0,
v4, v5,
v5, v6,
v6, v7,
v7, v4,
v0, v4,
v1, v5,
v2, v6,
v3, v7 };
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cage = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cageVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
cage.Lock(0, WorldVertex.Stride * cageVerts.Length, LockFlags.None).WriteRange(cageVerts);
cage.Unlock();
//arrow
WorldVertex a0 = new WorldVertex(); //start
WorldVertex a1 = new WorldVertex( 0.0f, -1.5f, 0.0f); //end
WorldVertex a2 = new WorldVertex( 0.2f, -1.1f, 0.2f);
WorldVertex a3 = new WorldVertex(-0.2f, -1.1f, 0.2f);
WorldVertex a4 = new WorldVertex( 0.2f, -1.1f, -0.2f);
WorldVertex a5 = new WorldVertex(-0.2f, -1.1f, -0.2f);
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WorldVertex[] arrowVerts = new WorldVertex[] {a0, a1,
a1, a2,
a1, a3,
a1, a4,
a1, a5};
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arrow = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * arrowVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
arrow.Lock(0, WorldVertex.Stride * arrowVerts.Length, LockFlags.None).WriteRange(arrowVerts);
arrow.Unlock();
}
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// This is called before a device is reset
// (when resized or display adapter was changed)
public void UnloadResource()
{
// Trash geometry buffers
if(cage != null) cage.Dispose();
if(arrow != null) arrow.Dispose();
cage = null;
arrow = null;
}
#endregion
}
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}