using System; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; namespace CodeImp.DoomBuilder.VisualModes { public class VisualVertexPair { private readonly VisualVertex floorvert; private readonly VisualVertex ceilvert; public VisualVertex[] Vertices { get { return new[] { floorvert, ceilvert }; } } public VisualVertex FloorVertex { get { return floorvert; } } public VisualVertex CeilingVertex { get { return ceilvert; } } public bool Changed { set { floorvert.Changed = value; ceilvert.Changed = value; } } public VisualVertexPair(VisualVertex floorvert, VisualVertex ceilvert) { if(floorvert.CeilingVertex == ceilvert.CeilingVertex) throw new Exception("VisualVertexPair: both verts have the same alignment! We cannot tolerate this!"); this.floorvert = floorvert; this.ceilvert = ceilvert; } public void Update() { if(floorvert.Changed) floorvert.Update(); if(ceilvert.Changed) ceilvert.Update(); } public void Deselect() { floorvert.Selected = false; ceilvert.Selected = false; } } public abstract class VisualVertex : IVisualPickable { //Constants public const float DEFAULT_SIZE = 6.0f; //Variables protected readonly Vertex vertex; private Matrix position; protected bool selected; protected bool changed; protected readonly bool ceilingVertex; protected bool haveOffset; //Properties internal Matrix Position { get { return position; } } public Vertex Vertex { get { return vertex; } } public bool Selected { get { return selected; } set { selected = value; } } public bool Changed { get { return changed; } set { changed |= value; } } public bool CeilingVertex { get { return ceilingVertex; } } public bool HaveHeightOffset { get { return haveOffset; } } protected VisualVertex(Vertex v, bool ceilingVertex) { vertex = v; position = Matrix.Identity; this.ceilingVertex = ceilingVertex; } public void SetPosition(Vector3D pos) { position = Matrix.Translation((float)pos.x, (float)pos.y, (float)pos.z); } public virtual void Update() { } /// /// 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 false; } /// /// 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 double u_ray) { return false; } } }