#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 SlimDX.Direct3D9; using SlimDX; using CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.VisualModes { public abstract class VisualGeometry : IComparable { #region ================== Variables // Texture private ImageData texture; // Vertices private WorldVertex[] vertices; private int triangles; // Sector private VisualSector sector; // Rendering private int renderpass; // Sector buffer info private int vertexoffset; #endregion #region ================== Properties // Internal properties internal WorldVertex[] Vertices { get { return vertices; } } internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } } internal int Triangles { get { return triangles; } } internal int RenderPassInt { get { return renderpass; } } // These are only here so that we can call this on all geometry // but it is only implemented in the VisualSidedef class internal Vector3D PickIntersect { set { } } internal float PickRayU { set { } } /// /// Render pass in which this geometry must be rendered. Default is Solid. /// public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)value; } } /// /// Image to use as texture on this geometry. /// public ImageData Texture { get { return texture; } set { texture = value; } } /// /// Returns the VisualSector this geometry has been added to. /// public VisualSector Sector { get { return sector; } internal set { sector = value; } } #endregion #region ================== Constructor / Destructor // Constructor public VisualGeometry() { // Defaults renderpass = (int)RenderPass.Solid; } #endregion #region ================== Methods // This sets the vertices for this geometry protected void SetVertices(ICollection verts) { // Copy vertices vertices = new WorldVertex[verts.Count]; verts.CopyTo(vertices, 0); triangles = vertices.Length / 3; if(sector != null) sector.NeedsUpdateGeo = true; } // This compares for sorting by sector public int CompareTo(VisualGeometry other) { // Compare sectors return this.sector.Sector.Index - other.sector.Sector.Index; } /// /// This is called when the geometry must be tested for line intersection. This should reject /// as fast as possible to rule out all geometry that certainly does not touch the line. /// public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { return false; } /// /// This is called when the geometry must be tested for line intersection. This should perform /// accurate hit detection and set u_ray to the position on the ray where this hits the geometry. /// public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { return false; } #endregion } }