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;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
internal class VisualCeiling : VisualGeometry
{
#region ================== Constants
#endregion
#region ================== Variables
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Disposer
// Constructor
public VisualCeiling(Sector s)
{
WorldVertex[] verts;
WorldVertex v;
// Load floor texture
base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture);
// Make vertices
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verts = new WorldVertex[s.Vertices.Length];
for(int i = 0; i < s.Vertices.Length; i++)
{
// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)s.Brightness), unchecked((byte)s.Brightness), unchecked((byte)s.Brightness));
verts[i].c = pc.ToInt();
//verts[i].c = -1;
// Grid aligned texture coordinates
if(base.Texture.IsImageLoaded)
{
verts[i].u = s.Vertices[i].x / base.Texture.ScaledWidth;
verts[i].v = s.Vertices[i].y / base.Texture.ScaledHeight;
}
else
{
verts[i].u = s.Vertices[i].x / 64;
verts[i].v = s.Vertices[i].y / 64;
}
// Vertex coordinates
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verts[i].x = s.Vertices[i].x;
verts[i].y = s.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);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
#endregion
}
}