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

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C#
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using System;
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using SlimDX.Direct3D9;
using CodeImp.DoomBuilder.Rendering;
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namespace CodeImp.DoomBuilder.GZBuilder.Rendering
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{
sealed class ThingBoundingBox : IDisposable
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{
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public VertexBuffer Cage { get { return cage; }}
public VertexBuffer Arrow { get { return arrow; } }
private VertexBuffer cage;
private VertexBuffer arrow;
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public ThingBoundingBox(Device device) {
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);
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);
//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 };
cage = new VertexBuffer(device, WorldVertex.Stride * cageVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
cage.Lock(0, WorldVertex.Stride * cageVerts.Length, LockFlags.None).WriteRange<WorldVertex>(cageVerts);
cage.Unlock();
//arrow
WorldVertex a0 = new WorldVertex(); //start
WorldVertex a1 = new WorldVertex(1.5f, 0.0f, 0.0f); //end
WorldVertex a2 = new WorldVertex(1.1f, 0.2f, 0.2f);
WorldVertex a3 = new WorldVertex(1.1f, -0.2f, 0.2f);
WorldVertex a4 = new WorldVertex(1.1f, 0.2f, -0.2f);
WorldVertex a5 = new WorldVertex(1.1f, -0.2f, -0.2f);
WorldVertex[] arrowVerts = new WorldVertex[] {a0, a1,
a1, a2,
a1, a3,
a1, a4,
a1, a5};
arrow = new VertexBuffer(device, WorldVertex.Stride * arrowVerts.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
arrow.Lock(0, WorldVertex.Stride * arrowVerts.Length, LockFlags.None).WriteRange<WorldVertex>(arrowVerts);
arrow.Unlock();
}
public void Dispose() {
if (arrow != null) arrow.Dispose();
if (cage != null) cage.Dispose();
}
}
}