#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 CodeImp.DoomBuilder.Geometry; using System.Drawing.Imaging; using CodeImp.DoomBuilder.Data; using CodeImp.DoomBuilder.Editing; using CodeImp.DoomBuilder.IO; using CodeImp.DoomBuilder.Rendering; using CodeImp.DoomBuilder.VisualModes; #endregion namespace CodeImp.DoomBuilder.BuilderModes.Editing { internal class VisualLower : VisualGeometry { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Disposer // Constructor public VisualLower(Sidedef s) { WorldVertex[] verts; float geotop; float geobottom; float geoheight; Vector2D v1, v2; // Calculate size of this wall part geotop = (float)s.Other.Sector.FloorHeight; geobottom = (float)s.Sector.FloorHeight; geoheight = geotop - geobottom; if(geoheight > 0.001f) { // Texture given? if((s.LowTexture.Length > 0) && (s.LowTexture[0] != '-')) { // Load texture base.Texture = General.Map.Data.GetTextureImage(s.LongLowTexture); } else { // Use missing texture base.Texture = General.Map.Data.MissingTexture3D; } // Get coordinates if(s.IsFront) { v1 = s.Line.Start.Position; v2 = s.Line.End.Position; } else { v1 = s.Line.End.Position; v2 = s.Line.Start.Position; } // Use sector brightness for color shading PixelColor pc = new PixelColor(255, unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness)); // Make vertices verts = new WorldVertex[6]; verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), 0.0f, 1.0f); verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), 0.0f, 0.0f); verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), 1.0f, 0.0f); verts[3] = verts[0]; verts[4] = verts[2]; verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), 1.0f, 1.0f); } else { // No geometry for invisible wall verts = new WorldVertex[0]; } // Apply vertices base.SetVertices(verts); // We have no destructor GC.SuppressFinalize(this); } #endregion #region ================== Methods #endregion } }