using System;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualSlope : IVisualPickable, IDisposable
{
#region ================== Variables
// Disposing
private bool isdisposed;
// Selected?
protected bool selected;
// Pivot?
protected bool pivot;
// Smart Pivot?
protected bool smartpivot;
// Was changed?
private bool changed;
protected float length;
private Matrix position;
#endregion
#region ================== Properties
///
/// Selected or not? This is only used by the core to determine what color to draw it with.
///
public bool Selected { get { return selected; } set { selected = value; } }
///
/// Pivot or not? This is only used by the core to determine what color to draw it with.
///
public bool Pivot { get { return pivot; } set { pivot = value; } }
///
/// Disposed or not?
///
public bool IsDisposed { get { return isdisposed; } }
public bool SmartPivot { get { return smartpivot; } set { smartpivot = value; } }
public bool Changed { get { return changed; } set { changed = value; } }
public float Length { get { return length; } }
public Matrix Position { get { return position; } }
#endregion
#region ================== Constructor / Destructor
public VisualSlope()
{
// Register as resource
// General.Map.Graphics.RegisterResource(this);
pivot = false;
smartpivot = false;
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
}
#endregion
#region ================== Methods
// This is called before a device is reset (when resized or display adapter was changed)
public void UnloadResource()
{
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource()
{
}
///
/// This is called when the thing 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 true;
}
///
/// This is called when the thing 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 true;
}
public virtual void Update() {}
public void SetPosition(Vector3D v1, Vector3D v2, Plane plane, float angle)
{
//Matrix translate = Matrix.Translation(pos.x, pos.y, pos.z);
//Matrix rotate = Matrix.RotationZ(angle);
Matrix planerotate = Matrix.LookAt(RenderDevice.V3(v1), RenderDevice.V3(v2), RenderDevice.V3(plane.Normal));
//Matrix xrotate = Matrix.RotationX(90.0f);
//Vector3 v = new Vector3(plane.Normal.x, plane.Normal.y, plane.Normal.z);
// Matrix rotate = Matrix.RotationAxis(v, angle);
//position = Matrix.Multiply(translate, planerotate);
position = planerotate;
}
#endregion
}
}