#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 { internal sealed class VisualCeiling : BaseVisualGeometrySector { #region ================== Constants #endregion #region ================== Variables #endregion #region ================== Properties #endregion #region ================== Constructor / Setup // Constructor public VisualCeiling(BaseVisualMode mode, VisualSector vs) : base(mode, vs) { // We have no destructor GC.SuppressFinalize(this); } // This builds the geometry. Returns false when no geometry created. public override bool Setup() { WorldVertex[] verts; WorldVertex v; Sector s = base.Sector.Sector; byte brightness = (byte)General.Clamp(s.Brightness, 0, 255); // Load floor texture base.Texture = General.Map.Data.GetFlatImage(s.LongCeilTexture); if(base.Texture == null) { base.Texture = General.Map.Data.MissingTexture3D; setuponloadedtexture = s.LongCeilTexture; } else { if(!base.Texture.IsImageLoaded) setuponloadedtexture = s.LongCeilTexture; } // Make vertices verts = new WorldVertex[s.Triangles.Vertices.Count]; for(int i = 0; i < s.Triangles.Vertices.Count; i++) { // Use sector brightness for color shading PixelColor pc = new PixelColor(255, brightness, brightness, brightness); verts[i].c = pc.ToInt(); //verts[i].c = -1; // Grid aligned texture coordinates if(base.Texture.IsImageLoaded) { verts[i].u = s.Triangles.Vertices[i].x / base.Texture.ScaledWidth; verts[i].v = -s.Triangles.Vertices[i].y / base.Texture.ScaledHeight; } else { verts[i].u = s.Triangles.Vertices[i].x / 64; verts[i].v = -s.Triangles.Vertices[i].y / 64; } // Vertex coordinates verts[i].x = s.Triangles.Vertices[i].x; verts[i].y = s.Triangles.Vertices[i].y; verts[i].z = (float)s.CeilHeight; } // The sector triangulation created clockwise triangles that // are right up for the floor. For the ceiling we must flip // the triangles upside down. // Swap some vertices to flip all triangles for(int i = 0; i < verts.Length; i += 3) { // Swap v = verts[i]; verts[i] = verts[i + 1]; verts[i + 1] = v; } // Apply vertices base.SetVertices(verts); return (verts.Length > 0); } #endregion #region ================== Methods // Paste texture public override void OnPasteTexture() { if(BuilderPlug.Me.CopiedFlat != null) { General.Map.UndoRedo.CreateUndo("Paste ceiling " + BuilderPlug.Me.CopiedFlat); SetTexture(BuilderPlug.Me.CopiedFlat); this.Setup(); } } // This changes the height protected override void ChangeHeight(int amount) { General.Map.UndoRedo.CreateUndo("Change ceiling height", UndoGroup.CeilingHeightChange, this.Sector.Sector.Index); this.Sector.Sector.CeilHeight += amount; } // This performs a fast test in object picking public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir) { float planez = (float)Sector.Sector.CeilHeight; // Check if line crosses the z height if((from.z < planez) && (to.z > planez)) { // Calculate intersection point using the z height pickrayu = (planez - from.z) / (to.z - from.z); pickintersect = from + (to - from) * pickrayu; // Intersection point within bbox? RectangleF bbox = Sector.Sector.BBox; return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) && (pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom)); } else { // Not even crossing the z height (or not in the right direction) return false; } } // This performs an accurate test for object picking public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray) { u_ray = pickrayu; // Check on which side of the nearest sidedef we are Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect); float side = sd.Line.SideOfLine(pickintersect); return (((side <= 0.0f) && sd.IsFront) || ((side > 0.0f) && !sd.IsFront)); } // Return texture name public override string GetTextureName() { return this.Sector.Sector.CeilTexture; } // This changes the texture protected override void SetTexture(string texturename) { this.Sector.Sector.SetCeilTexture(texturename); General.Map.Data.UpdateUsedTextures(); this.Setup(); } #endregion } }