UltimateZoneBuilder/Source/BuilderModes/VisualModes/BaseVisualThing.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 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;
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using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
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#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class BaseVisualThing : VisualThing
{
#region ================== Constants
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#endregion
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#region ================== Variables
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private ThingTypeInfo info;
private bool isloaded;
private ImageData sprite;
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private float cageradius2;
private Vector2D pos2d;
private Vector3D boxp1;
private Vector3D boxp2;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
public BaseVisualThing(Thing t) : base(t)
{
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// Find thing information
info = General.Map.Config.GetThingInfo(Thing.Type);
// Find sprite texture
if(info.Sprite.Length > 0)
{
sprite = General.Map.Data.GetSpriteImage(info.Sprite);
if(sprite != null) sprite.AddReference();
}
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// We have no destructor
GC.SuppressFinalize(this);
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}
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// This builds the thing geometry. Returns false when nothing was created.
public virtual bool Setup()
{
PixelColor sectorcolor = new PixelColor(255, 255, 255, 255);
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if(sprite != null)
{
// Find the sector in which the thing resides
Thing.DetermineSector();
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if(Thing.Sector != null)
{
// Use sector brightness for color shading
sectorcolor = new PixelColor(255, unchecked((byte)Thing.Sector.Brightness),
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unchecked((byte)Thing.Sector.Brightness),
unchecked((byte)Thing.Sector.Brightness));
}
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// Check if the texture is loaded
isloaded = sprite.IsImageLoaded;
if(isloaded)
{
base.Texture = sprite;
// Determine sprite size
float radius = sprite.ScaledWidth * 0.5f;
float height = sprite.ScaledHeight;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
}
else
{
base.Texture = General.Map.Data.Hourglass3D;
// Determine sprite size
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float radius = info.Width;
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float height = info.Height;
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, sectorcolor.ToInt(), 0.0f, 1.0f);
verts[1] = new WorldVertex(-radius, 0.0f, height, sectorcolor.ToInt(), 0.0f, 0.0f);
verts[2] = new WorldVertex(+radius, 0.0f, height, sectorcolor.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, sectorcolor.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
}
}
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// Setup position and size
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Vector3D pos = Thing.Position;
if(Thing.Sector != null) pos.z += Thing.Sector.FloorHeight;
SetPosition(pos);
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SetCageSize(info.Width, info.Height);
SetCageColor(Thing.Color);
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// Keep info for object picking
cageradius2 = info.Width * Angle2D.SQRT2;
cageradius2 = cageradius2 * cageradius2;
pos2d = pos;
boxp1 = new Vector3D(pos.x - info.Width, pos.y - info.Width, pos.z);
boxp2 = new Vector3D(pos.x + info.Width, pos.y + info.Width, pos.z + info.Height);
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// Done
return true;
}
// Disposing
public override void Dispose()
{
if(!IsDisposed)
{
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if(sprite != null)
{
sprite.RemoveReference();
sprite = null;
}
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}
base.Dispose();
}
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#endregion
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#region ================== Methods
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// This updates the thing when needed
public override void Update()
{
if(!isloaded)
{
// Rebuild sprite geometry when sprite is loaded
if(sprite.IsImageLoaded)
{
Setup();
}
}
// Let the base update
base.Update();
}
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// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
return (distance2 <= cageradius2);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
// TEST
//u_ray = Line2D.GetNearestOnLine(from, to, pos2d);
//return true;
Vector3D delta = to - from;
float tfar = float.MaxValue;
float tnear = float.MinValue;
// Ray-Box intersection code
// See http://www.masm32.com/board/index.php?PHPSESSID=eee672d82a12b8b8f1871268f652be82&topic=9941.0
// Check X slab
if(delta.x == 0.0f)
{
if(from.x > boxp2.x || from.x < boxp1.x)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.x;
float t1 = (boxp1.x - from.x) * tmp;
float t2 = (boxp2.x - from.x) * tmp;
if(t1 > t2) General.Swap<float>(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Y slab
if(delta.y == 0.0f)
{
if(from.y > boxp2.y || from.y < boxp1.y)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.y;
float t1 = (boxp1.y - from.y) * tmp;
float t2 = (boxp2.y - from.y) * tmp;
if(t1 > t2) General.Swap<float>(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Check Z slab
if(delta.z == 0.0f)
{
if(from.z > boxp2.z || from.z < boxp1.z)
{
// Ray is parallel to the planes & outside slab
return false;
}
}
else
{
float tmp = 1.0f / delta.z;
float t1 = (boxp1.z - from.z) * tmp;
float t2 = (boxp2.z - from.z) * tmp;
if(t1 > t2) General.Swap<float>(ref t1, ref t2);
if(t1 > tnear) tnear = t1;
if(t2 < tfar) tfar = t2;
if(tnear > tfar || tfar < 0.0f)
{
// Ray missed box or box is behind ray
return false;
}
}
// Set interpolation point
u_ray = (tnear > 0.0f) ? tnear : tfar;
return true;
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}
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#endregion
}
}