mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
deb43343bb
Visual mode: removed "Fit Texture's Width" and "Fit Texture's Height" actions. Visual mode: "Auto-align texture offsets" actions were incorrectly aligning double-sided middle walls in some cases. Visual mode: "Auto-align texture offsets" actions now align non-wrapped double-sided middle walls to vertical offset closest to their initial vertical offset. Visual mode: middle parts of double-sided walls were ignored when Shift-selecting walls. Nodebuilders/Game configurations: GL nodes definitions were missing from game configurations. Nodebuilders/Game configurations: "~MAP" wildcard can now be a part of a lump name. Nodebuilders: GL nodes were not properly handled by the editor. Main Window: the window is now moved into the view when stored position is ouside of screen bounds. Classic and Visual modes: changing thing pitch was ignored in some cases. Visual mode: raising and lowering a thing with "+SPAWNCEILING" flag now works the same way as when raising/lowering a regular thing. Visual mode: using "Raise/Lower Floor/Ceiling to adjacent sector" actions on a thing with "+SPAWNCEILING" flag now works the same way as when using them on a regular thing. Rendering: even more fixes to MODELDEF and UDMF properties-related model rendering logic. Internal, ResourceListEditor: rewritten resource validation check in a more OOP-ish way. Configurations: fixed an infinite loop crash when a file was trying to include() itself. UDMF thing flags: added Skill 6-8 to the flags list (because there are thing filters for these). ZDoom_ACS.cfg: added definitions for SetTeleFog and SwapTeleFog. ZDoom_DECORATE.cfg: added definitions for A_SetTeleFog and A_SwapTeleFog. Updated ZDoom ACC. Updated documentation.
72 lines
1.9 KiB
C#
72 lines
1.9 KiB
C#
#region ================== Namespaces
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.GZBuilder.MD3;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using SlimDX.Direct3D9;
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#endregion
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namespace CodeImp.DoomBuilder.GZBuilder.Data
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{
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internal sealed class ModelData
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{
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#region ================== Variables
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private ModelLoadState loadstate;
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private Vector3 scale;
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private Matrix transform;
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private Matrix transformstretched;
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#endregion
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#region ================== Properties
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internal List<string> ModelNames;
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internal List<string> TextureNames;
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internal GZModel Model;
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internal Vector3 Scale { get { return scale; } }
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internal Matrix Transform { get { return (General.Settings.GZStretchView ? transformstretched : transform); } }
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internal bool OverridePalette; //used for voxel models only
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internal bool InheritActorPitch;
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internal bool InheritActorRoll;
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internal bool IsVoxel;
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public ModelLoadState LoadState { get { return loadstate; } internal set { loadstate = value; } }
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#endregion
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#region ================== Constructor / Disposer
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internal ModelData()
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{
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ModelNames = new List<string>();
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TextureNames = new List<string>();
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transform = Matrix.Identity;
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transformstretched = Matrix.Identity;
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}
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internal void Dispose()
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{
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if (Model != null)
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{
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foreach (Mesh mesh in Model.Meshes) mesh.Dispose();
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foreach (Texture t in Model.Textures) t.Dispose();
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loadstate = ModelLoadState.None;
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}
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}
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internal void SetTransform(Matrix rotation, Matrix offset, Vector3 scale)
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{
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this.scale = scale;
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this.transform = Matrix.Scaling(scale) * rotation * offset;
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this.transformstretched = Matrix.Scaling(scale.X, scale.Y, scale.Z * Renderer3D.GZDOOM_INVERTED_VERTICAL_VIEW_STRETCH) * rotation * offset;
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}
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#endregion
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}
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}
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