UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualGeometrySidedef.cs

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2008-12-05 15:38:50 +00:00
#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;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal abstract class BaseVisualGeometrySidedef : BaseVisualGeometry
{
#region ================== Constants
#endregion
#region ================== Variables
protected float top;
protected float bottom;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Destructor
// Constructor for sidedefs
public BaseVisualGeometrySidedef(VisualSector vs, Sidedef sd) : base(vs, sd)
{
}
#endregion
#region ================== Methods
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if intersection point is between top and bottom
return (pickintersect.z >= bottom) && (pickintersect.z <= top);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
// The fast reject pass is already as accurate as it gets,
// so we just return the intersection distance here
u_ray = pickrayu;
return true;
}
#endregion
#region ================== Events
// Edit button released
public override void OnEditEnd()
{
List<Linedef> lines = new List<Linedef>();
lines.Add(this.Sidedef.Line);
DialogResult result = General.Interface.ShowEditLinedefs(lines);
if(result == DialogResult.OK) (this.Sector as BaseVisualSector).Rebuild();
}
#endregion
}
}