mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-05-30 00:21:55 +00:00
Added, Visual mode: fog boundaries are now rendered.
Fixed, Visual mode: in some cases fog density of 3d floor floors/ceilings was calculated incorrectly.
This commit is contained in:
parent
e4d2019d82
commit
db48ce4be8
14 changed files with 262 additions and 33 deletions
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@ -1085,6 +1085,7 @@
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<None Include="Resources\Comment.png" />
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<None Include="Resources\About.png" />
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<None Include="Resources\Configuration.png" />
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<EmbeddedResource Include="Resources\Black.png" />
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<Content Include="Resources\DB2.ico" />
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<None Include="Resources\GZDB2.ico" />
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<None Include="Resources\fog.png" />
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@ -91,6 +91,7 @@ namespace CodeImp.DoomBuilder.Data
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private ImageData crosshairbusy;
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private Dictionary<string, ImageData> internalsprites;
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private ImageData whitetexture;
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private ImageData blacktexture; //mxd
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//mxd. Comment icons
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private ImageData[] commenttextures;
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@ -137,6 +138,7 @@ namespace CodeImp.DoomBuilder.Data
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public ImageData Crosshair3D { get { return crosshair; } }
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public ImageData CrosshairBusy3D { get { return crosshairbusy; } }
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public ImageData WhiteTexture { get { return whitetexture; } }
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public ImageData BlackTexture { get { return blacktexture; } } //mxd
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public ImageData[] CommentTextures { get { return commenttextures; } } //mxd
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public List<ThingCategory> ThingCategories { get { return thingcategories; } }
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public ICollection<ThingTypeInfo> ThingTypes { get { return thingtypes.Values; } }
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@ -183,10 +185,12 @@ namespace CodeImp.DoomBuilder.Data
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crosshair.LoadImage();
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crosshairbusy = new ResourceImage("CodeImp.DoomBuilder.Resources.CrosshairBusy.png");
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crosshairbusy.LoadImage();
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png");
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whitetexture.UseColorCorrection = false;
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whitetexture = new ResourceImage("CodeImp.DoomBuilder.Resources.White.png") { UseColorCorrection = false };
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whitetexture.LoadImage();
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whitetexture.CreateTexture();
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blacktexture = new ResourceImage("CodeImp.DoomBuilder.Resources.Black.png") { UseColorCorrection = false }; //mxd
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blacktexture.LoadImage(); //mxd
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blacktexture.CreateTexture(); //mxd
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unknownimage = new UnknownImage(Properties.Resources.UnknownImage); //mxd. There should be only one!
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//mxd. Create comment icons
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@ -227,6 +231,8 @@ namespace CodeImp.DoomBuilder.Data
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crosshairbusy = null;
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whitetexture.Dispose();
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whitetexture = null;
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blacktexture.Dispose(); //mxd
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blacktexture = null; //mxd
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unknownimage.Dispose(); //mxd
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unknownimage = null; //mxd
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foreach(ImageData i in commenttextures) i.Dispose(); //mxd
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@ -97,11 +97,15 @@ namespace CodeImp.DoomBuilder.Data
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//mxd. Check data so we don't perform unneeded operations later on
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if(this.alpha == 1.0f)
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{
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if(this.style == TexturePathRenderStyle.Blend
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|| this.style == TexturePathRenderStyle.CopyAlpha
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|| this.style == TexturePathRenderStyle.CopyNewAlpha
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|| this.style == TexturePathRenderStyle.Overlay)
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this.style = TexturePathRenderStyle.Copy;
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switch(this.style)
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{
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case TexturePathRenderStyle.Blend:
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case TexturePathRenderStyle.CopyAlpha:
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case TexturePathRenderStyle.CopyNewAlpha:
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case TexturePathRenderStyle.Overlay:
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this.style = TexturePathRenderStyle.Copy;
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break;
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}
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}
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//mxd. and get rid of render styles we don't support
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@ -90,7 +90,7 @@ namespace CodeImp.DoomBuilder.Geometry
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{
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if((object.Equals(a, null)) && (object.Equals(b, null))) return true;
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if((!object.Equals(a, null)) && (object.Equals(b, null))) return false;
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if((object.Equals(a, null)) && (!object.Equals(b, null))) return false;
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if(object.Equals(a, null)) return false;
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return (a.line == b.line) && (a.front == b.front);
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}
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@ -99,7 +99,7 @@ namespace CodeImp.DoomBuilder.Geometry
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{
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if((object.Equals(a, null)) && (object.Equals(b, null))) return false;
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if((!object.Equals(a, null)) && (object.Equals(b, null))) return true;
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if((object.Equals(a, null)) && (!object.Equals(b, null))) return true;
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if(object.Equals(a, null)) return true;
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return (a.line != b.line) || (a.front != b.front);
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}
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BIN
Source/Core/Resources/Black.png
Normal file
BIN
Source/Core/Resources/Black.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 103 B |
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@ -88,7 +88,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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//mxd
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public Vector3D[] BoundingBox { get { return boundingBox; } }
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public VisualGeometryType GeometryType { get { return geometrytype; } }
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public float FogFactor { get { return fogfactor; } }
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public float FogFactor { get { return fogfactor; } set { fogfactor = value; } }
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/// <summary>
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/// Render pass in which this geometry must be rendered. Default is Solid.
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@ -165,9 +165,9 @@ namespace CodeImp.DoomBuilder.VisualModes
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}
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//mxd. Normals calculation algorithm taken from OpenGl wiki
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protected void CalculateNormals()
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private void CalculateNormals()
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{
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if (triangles == 0) return;
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if(triangles == 0) return;
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int startIndex;
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Vector3 U, V;
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@ -281,6 +281,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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WALL_MIDDLE,
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WALL_MIDDLE_3D,
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WALL_LOWER,
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FOG_BOUNDARY,
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UNKNOWN,
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}
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}
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@ -416,6 +416,7 @@
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<Compile Include="VisualModes\VisualActionResult.cs" />
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<Compile Include="VisualModes\VisualCeiling.cs" />
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<Compile Include="VisualModes\VisualFloor.cs" />
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<Compile Include="VisualModes\VisualFogBoundary.cs" />
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<Compile Include="VisualModes\VisualLower.cs" />
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<Compile Include="VisualModes\VisualMiddle3D.cs" />
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<Compile Include="VisualModes\VisualMiddleBack.cs" />
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@ -391,7 +391,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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internal BaseVisualSector CreateBaseVisualSector(Sector s)
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{
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BaseVisualSector vs = new BaseVisualSector(this, s);
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if(vs != null) allsectors.Add(s, vs);
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allsectors.Add(s, vs);
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return vs;
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}
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@ -399,7 +399,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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protected override VisualSector CreateVisualSector(Sector s)
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{
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BaseVisualSector vs = new BaseVisualSector(this, s);
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if (vs != null) allsectors.Add(s, vs); //mxd
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allsectors.Add(s, vs); //mxd
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return vs;
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}
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@ -824,7 +824,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Find all sector who's tag is not 0 and hash them so that we can find them quicly
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foreach(Sector s in General.Map.Map.Sectors)
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{
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foreach (int tag in s.Tags)
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s.UpdateFogColor(); //mxd. Also update fog color
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foreach(int tag in s.Tags)
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{
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if(tag == 0) continue;
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if(!sectortags.ContainsKey(tag)) sectortags[tag] = new List<Sector>();
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@ -74,9 +74,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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this.mode = mode;
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this.extrafloors = new List<VisualFloor>(2);
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this.extraceilings = new List<VisualCeiling>(2);
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//mxd
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this.extrabackfloors = new List<VisualFloor>(2);
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this.extrabackceilings = new List<VisualCeiling>(2);
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this.extrabackfloors = new List<VisualFloor>(2); //mxd
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this.extrabackceilings = new List<VisualCeiling>(2); //mxd
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// Initialize
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Rebuild();
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@ -319,6 +318,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Create middle part
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VisualMiddleDouble vm = parts.middledouble ?? new VisualMiddleDouble(mode, this, sd);
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if(vm.Setup()) base.AddGeometry(vm);
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//mxd. Create fog boundary
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VisualFogBoundary vb = parts.fogboundary ?? new VisualFogBoundary(mode, this, sd);
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if(vb.Setup())
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{
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vm.FogFactor = 0; // Avoid double-fogging the middle part
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base.AddGeometry(vb);
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}
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// Create 3D wall parts
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SectorData osd = mode.GetSectorData(sd.Other.Sector);
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@ -336,20 +343,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
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//mxd. Create backsides
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List<VisualMiddleBack> middlebacks = new List<VisualMiddleBack>();
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for (int i = 0; i < data.ExtraFloors.Count; i++)
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for(int i = 0; i < data.ExtraFloors.Count; i++)
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{
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Effect3DFloor ef = data.ExtraFloors[i];
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if (!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight)
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if(!ef.VavoomType && ef.RenderInside && !ef.IgnoreBottomHeight)
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{
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VisualMiddleBack vms = new VisualMiddleBack(mode, this, sd);
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if (vms.Setup(ef)) base.AddGeometry(vms);
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if(vms.Setup(ef)) base.AddGeometry(vms);
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middlebacks.Add(vms);
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}
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}
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// Store
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sides.Add(sd, new VisualSidedefParts(vu, vl, vm, middles, middlebacks));
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sides.Add(sd, new VisualSidedefParts(vu, vl, vm, vb, middles, middlebacks));
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}
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else
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{
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@ -369,8 +376,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// This returns the visual sidedef parts for a given sidedef
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public VisualSidedefParts GetSidedefParts(Sidedef sd)
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{
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if(sides.ContainsKey(sd)) return sides[sd];
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return new VisualSidedefParts();
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return (sides.ContainsKey(sd) ? sides[sd] : new VisualSidedefParts());
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}
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//mxd. Checks if given plane is between given floor and ceiling vertices
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//check floor
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for(int c = 0; c < floorverts.Length; c++)
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{
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if (plane.GetZ(new Vector2D(floorverts[c].x, floorverts[c].y)) > Math.Round(floorverts[c].z, 3))
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if(plane.GetZ(new Vector2D(floorverts[c].x, floorverts[c].y)) > Math.Round(floorverts[c].z, 3))
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{
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show = true;
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break;
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}
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}
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if (!show) return false;
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if(!show) return false;
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//check ceiling
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for(int c = 0; c < ceilingverts.Length; c++)
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@ -171,8 +171,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Do not adjust light? (works only for non-vavoom types)
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if(!vavoomtype)
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{
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bool disablelighting = ((linedef.Args[2] & (int)Flags.DisableLighting) == (int)Flags.DisableLighting); //mxd
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bool restrictlighting = (alpha < 255 || renderadditive || renderinside) && ((linedef.Args[2] & (int)Flags.RestrictLighting) == (int)Flags.RestrictLighting); //mxd
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bool disablelighting = ((linedef.Args[2] & (int)Flags.DisableLighting) == (int)Flags.DisableLighting); //mxd
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bool restrictlighting = ((linedef.Args[2] & (int)Flags.RestrictLighting) == (int)Flags.RestrictLighting); //mxd
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if(disablelighting || restrictlighting)
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{
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@ -127,7 +127,29 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else
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{
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color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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fogfactor = CalculateFogDensity(level.brightnessbelow);
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//mxd. Top extrafloor level should calculate fogdensity
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//from the brightness of the level above it
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int targetbrightness;
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if(extrafloor != null && !extrafloor.VavoomType && !level.disablelighting)
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{
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targetbrightness = 0;
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SectorData sd = mode.GetSectorData(this.Sector.Sector);
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for(int i = 0; i < sd.LightLevels.Count - 1; i++)
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{
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if(sd.LightLevels[i] == level)
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{
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targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
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break;
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}
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}
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}
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else
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{
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targetbrightness = level.brightnessbelow;
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}
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fogfactor = CalculateFogDensity(targetbrightness);
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}
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// Make vertices
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@ -129,7 +129,29 @@ namespace CodeImp.DoomBuilder.BuilderModes
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else
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{
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color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).ToInt();
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fogfactor = CalculateFogDensity(level.brightnessbelow);
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//mxd. Top extrafloor level should calculate fogdensity
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//from the brightness of the level above it
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int targetbrightness;
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if(extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
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{
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targetbrightness = 0;
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SectorData sd = mode.GetSectorData(this.Sector.Sector);
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for(int i = 0; i < sd.LightLevels.Count - 1; i++)
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{
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if(sd.LightLevels[i] == level)
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{
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targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
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break;
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}
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}
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}
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else
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{
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targetbrightness = level.brightnessbelow;
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}
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fogfactor = CalculateFogDensity(targetbrightness);
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}
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// Make vertices
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161
Source/Plugins/BuilderModes/VisualModes/VisualFogBoundary.cs
Normal file
161
Source/Plugins/BuilderModes/VisualModes/VisualFogBoundary.cs
Normal file
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualFogBoundary : BaseVisualGeometrySidedef
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{
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#region ================== Variables
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFogBoundary(BaseVisualMode mode, VisualSector vs, Sidedef s) : base(mode, vs, s)
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{
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//mxd
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geometrytype = VisualGeometryType.FOG_BOUNDARY;
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// Set render pass
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this.RenderPass = RenderPass.Additive;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup()
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{
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if(!IsFogBoundary()) return false;
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//mxd. lightfog flag support
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int lightvalue;
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bool lightabsolute;
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GetLightValue(out lightvalue, out lightabsolute);
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// Left and right vertices for this sidedef
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Vector2D vl, vr;
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if(Sidedef.IsFront)
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{
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vl = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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vr = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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}
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else
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{
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vl = new Vector2D(Sidedef.Line.End.Position.x, Sidedef.Line.End.Position.y);
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vr = new Vector2D(Sidedef.Line.Start.Position.x, Sidedef.Line.Start.Position.y);
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}
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// Load sector data
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SectorData sd = mode.GetSectorData(Sidedef.Sector);
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SectorData osd = mode.GetSectorData(Sidedef.Other.Sector);
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if(!osd.Updated) osd.Update();
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// Set texture
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base.Texture = General.Map.Data.BlackTexture;
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// Determine texture coordinates plane as they would be in normal circumstances.
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TexturePlane tp = new TexturePlane();
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float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
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float zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd
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if(zoffset > 0) tp.tlt.y -= zoffset; //mxd
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tp.trb.x = tp.tlt.x + Sidedef.Line.Length;
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tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
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// Left top and right bottom of the geometry that
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tp.vlt = new Vector3D(vl.x, vl.y, Sidedef.Sector.CeilHeight);
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tp.vrb = new Vector3D(vr.x, vr.y, Sidedef.Sector.FloorHeight + floorbias);
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// Make the right-top coordinates
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tp.trt = new Vector2D(tp.trb.x, tp.tlt.y);
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tp.vrt = new Vector3D(tp.vrb.x, tp.vrb.y, tp.vlt.z);
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// Keep top and bottom planes for intersection testing
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top = sd.Ceiling.plane;
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bottom = sd.Floor.plane;
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// Create initial polygon, which is just a quad between floor and ceiling
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WallPolygon poly = new WallPolygon();
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poly.Add(new Vector3D(vl.x, vl.y, sd.Floor.plane.GetZ(vl)));
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poly.Add(new Vector3D(vl.x, vl.y, sd.Ceiling.plane.GetZ(vl)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Ceiling.plane.GetZ(vr)));
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poly.Add(new Vector3D(vr.x, vr.y, sd.Floor.plane.GetZ(vr)));
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// Determine initial color
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int lightlevel = sd.Ceiling.brightnessbelow + lightvalue;
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// Calculate fog density
|
||||
fogfactor = CalculateFogDensity(lightlevel);
|
||||
poly.color = PixelColor.INT_WHITE;
|
||||
|
||||
// Cut off the part below the other floor and above the other ceiling
|
||||
CropPoly(ref poly, osd.Ceiling.plane, true);
|
||||
CropPoly(ref poly, osd.Floor.plane, true);
|
||||
|
||||
List<WallPolygon> polygons = new List<WallPolygon> { poly };
|
||||
|
||||
// Keep top and bottom planes for intersection testing
|
||||
top = osd.Ceiling.plane;
|
||||
bottom = osd.Floor.plane;
|
||||
|
||||
// Process the polygon and create vertices
|
||||
List<WorldVertex> verts = CreatePolygonVertices(polygons, tp, sd, lightvalue, lightabsolute);
|
||||
if(verts.Count > 2)
|
||||
{
|
||||
base.SetVertices(verts);
|
||||
return true;
|
||||
}
|
||||
|
||||
base.SetVertices(null);
|
||||
return false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ================== Methods
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Check if the current linedef is a candidate for a fog boundary
|
||||
//
|
||||
// Requirements for a fog boundary:
|
||||
// - front sector has no fog
|
||||
// - back sector has fog
|
||||
// - at least one of both does not have a sky ceiling.
|
||||
//
|
||||
//==========================================================================
|
||||
private bool IsFogBoundary()
|
||||
{
|
||||
if(Sidedef.Sector.Index == Sidedef.Other.Sector.Index) return false; // There can't be a boundary if both sides are in the same sector.
|
||||
if(Sidedef.Sector.HasFogColor == Sidedef.Other.Sector.HasFogColor) return false;
|
||||
if(!Sidedef.Sector.HasFogColor && !Sidedef.Other.Sector.HasFogColor) return false;
|
||||
if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// This performs a fast test in object picking
|
||||
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { return false; }
|
||||
|
||||
// This performs an accurate test for object picking
|
||||
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { return false; }
|
||||
|
||||
// Unused
|
||||
protected override void SetTextureOffsetX(int x) { }
|
||||
protected override void SetTextureOffsetY(int y) { }
|
||||
protected override void MoveTextureOffset(Point xy) { }
|
||||
protected override Point GetTextureOffset() { return Point.Empty; }
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
|
@ -30,15 +30,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
public readonly VisualMiddleDouble middledouble;
|
||||
public readonly VisualMiddleSingle middlesingle;
|
||||
public readonly List<VisualMiddle3D> middle3d;
|
||||
public readonly List<VisualMiddleBack> middleback;//mxd
|
||||
public readonly List<VisualMiddleBack> middleback; //mxd
|
||||
public readonly VisualFogBoundary fogboundary; //mxd
|
||||
|
||||
// Constructor
|
||||
public VisualSidedefParts(VisualUpper u, VisualLower l, VisualMiddleDouble m, List<VisualMiddle3D> e, List<VisualMiddleBack> eb)
|
||||
public VisualSidedefParts(VisualUpper u, VisualLower l, VisualMiddleDouble m, VisualFogBoundary f, List<VisualMiddle3D> e, List<VisualMiddleBack> eb)
|
||||
{
|
||||
this.upper = u;
|
||||
this.lower = l;
|
||||
this.middledouble = m;
|
||||
this.middlesingle = null;
|
||||
this.fogboundary = f;
|
||||
this.middle3d = e;
|
||||
this.middleback = eb; //mxd
|
||||
}
|
||||
|
@ -52,6 +54,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
this.middlesingle = m;
|
||||
this.middle3d = null;
|
||||
this.middleback = null; //mxd
|
||||
this.fogboundary = null; //mxd
|
||||
}
|
||||
|
||||
// This calls Setup() on all parts
|
||||
|
@ -60,12 +63,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(lower != null) lower.Setup();
|
||||
if(middledouble != null) middledouble.Setup();
|
||||
if(middlesingle != null) middlesingle.Setup();
|
||||
if(fogboundary != null) fogboundary.Setup(); //mxd
|
||||
if(upper != null) upper.Setup();
|
||||
if(middle3d != null)
|
||||
{
|
||||
foreach(VisualMiddle3D m in middle3d) m.Setup();
|
||||
}
|
||||
if(middleback != null)
|
||||
if(middleback != null) //mxd
|
||||
{
|
||||
foreach(VisualMiddleBack m in middleback) m.Setup();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue