#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; // State private bool visible; // Vertices private WorldVertex[] vertices; private int triangles; // Sector private VisualSector sector; // 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; } } /// /// Image to use as texture on this geometry. /// public ImageData Texture { get { return texture; } set { texture = value; } } /// /// Set to true to render this geometry, false to hide geometry. /// public bool Visible { get { return visible; } set { visible = 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() { } #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 public int CompareTo(VisualGeometry other) { long thislongname, otherlongname; // Get long names if(this.texture != null) thislongname = this.texture.LongName; else thislongname = 0; if(other.texture != null) otherlongname = other.texture.LongName; else otherlongname = 0; // Compare names if(thislongname > otherlongname) return 1; else if(thislongname < otherlongname) return -1; else return 0; } #endregion } }