#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; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class VisualMiddleSingle : VisualSidedef { #region ================== Constants #endregion #region ================== Variables private float top; private float bottom; #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualMiddleSingle(Sidedef s) : base(s) { // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public bool Setup() { // Calculate size of this wall part float geotop = (float)Sidedef.Sector.CeilHeight; float geobottom = (float)Sidedef.Sector.FloorHeight; float geoheight = geotop - geobottom; if(geoheight > 0.001f) { Vector2D t1 = new Vector2D(); Vector2D t2 = new Vector2D(); // Texture given? if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture); if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D; } else { // Use missing texture base.Texture = General.Map.Data.MissingTexture3D; } // Get texture scaled size Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight); // Determine texture coordinates // See http://doom.wikia.com/wiki/Texture_alignment // We just use pixels for coordinates for now if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag)) { // When lower unpegged is set, the middle texture is bound to the bottom t1.y = tsz.y - geoheight; } t2.x = t1.x + Sidedef.Line.Length; t2.y = t1.y + geoheight; // Apply texture offset t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY); // Transform pixel coordinates to texture coordinates t1 /= tsz; t2 /= tsz; // Get world coordinates for geometry Vector2D v1, v2; if(Sidedef.IsFront) { v1 = Sidedef.Line.Start.Position; v2 = Sidedef.Line.End.Position; } else { v1 = Sidedef.Line.End.Position; v2 = Sidedef.Line.Start.Position; } // Use sector brightness for color shading PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness), unchecked((byte)Sidedef.Sector.Brightness), unchecked((byte)Sidedef.Sector.Brightness)); // Make vertices WorldVertex[] verts = new WorldVertex[6]; verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), t1.x, t2.y); verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), t1.x, t1.y); verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), t2.x, t1.y); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), t2.x, t2.y); // Keep properties this.top = geotop; this.bottom = geobottom; // Apply vertices base.SetVertices(verts); return true; } else { // No geometry for invisible wall return false; } } #endregion #region ================== Methods // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { // We can't do any faster than the accurate pick return true; } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { // Check if point is between top and bottom u_ray = PickRayU; return (PickIntersect.z >= bottom) && (PickIntersect.z <= top); } #endregion } }