using SlimDX; using SlimDX.Direct3D9; using CodeImp.DoomBuilder.Rendering; namespace CodeImp.DoomBuilder.GZBuilder.Data { class ThingBoundingBox { public VertexBuffer cage; public VertexBuffer arrow; 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(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(arrowVerts); arrow.Unlock(); } public void Dispose() { if (arrow != null) arrow.Dispose(); if (cage != null) cage.Dispose(); } } }