UltimateZoneBuilder/Source/Core/VisualModes/VisualThing.cs
MaxED 139c297161 Fixed, Visual mode: some video memory was not released after closing a map if the Visual mode was enabled at least once during the editing session, eventually resulting in E_OUTOFMEMORY crash.
Fixed, General interface, cosmetic: in some cases the warnings label was disabled in a flashing state (e.g. with red background).
Internal: moved some older GZDB actions form GZGeneral to MapManager. They can no longer be toggled when no map is loaded (which is probably for the best).
Updated ZDoom_ACS.cfg.
Updated ZDoom_DECORATE.cfg.
2016-02-01 22:04:00 +00:00

732 lines
25 KiB
C#

#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.Generic;
using CodeImp.DoomBuilder.Config;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
using SlimDX;
using SlimDX.Direct3D9;
using Plane = CodeImp.DoomBuilder.Geometry.Plane;
#endregion
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualThing : IVisualPickable, ID3DResource, IDisposable
{
#region ================== Constants
protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
internal const float LIT_FOG_DENSITY_SCALER = 255 * VisualGeometry.FOG_DENSITY_SCALER; //mxd
#endregion
#region ================== Variables
// Thing
private readonly Thing thing;
//mxd. Info
protected ThingTypeInfo info;
// Texture
private ImageData texture;
// Geometry
private WorldVertex[] vertices;
private VertexBuffer geobuffer;
private VertexBuffer cagebuffer; //mxd
private int cagelength; //mxd
private bool updategeo;
private bool updatecage; //mxd
private int triangles;
// Rendering
private RenderPass renderpass;
private Matrix position;
private int cameradistance;
private Color4 cagecolor;
protected bool sizeless; //mxd. Used to render visual things with 0 width and height
protected float fogfactor; //mxd
// Selected?
protected bool selected;
// Disposing
private bool isdisposed;
//mxd
protected float thingheight;
//mxd. light properties
private DynamicLightType lightType;
private DynamicLightRenderStyle lightRenderStyle;
private Color4 lightColor;
private float lightRadius; //current radius. used in light animation
private float lightPrimaryRadius;
private float lightSecondaryRadius;
private Vector3 position_v3;
private float lightDelta; //used in light animation
private Vector3D[] boundingBox;
//gldefs light
private Vector3 lightOffset;
private int lightInterval;
private bool isGldefsLight;
#endregion
#region ================== Properties
internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
internal VertexBuffer CageBuffer { get { return cagebuffer; } } //mxd
internal int CageLength { get { return cagelength; } } //mxd
internal bool NeedsUpdateGeo { get { return updategeo; } }
internal int Triangles { get { return triangles; } }
internal Matrix Position { get { return position; } }
internal Color4 CageColor { get { return cagecolor; } }
public ThingTypeInfo Info { get { return info; } } //mxd
//mxd
internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} }
public int CameraDistance { get { return cameradistance; } }
public float FogFactor { get { return fogfactor; } }
public Vector3 Center
{
get
{
if(isGldefsLight) return position_v3 + lightOffset;
return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
}
}
public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } }
public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
public Vector3 PositionV3 { get { return position_v3; } }
public Vector3D[] BoundingBox { get { return boundingBox; } }
//mxd. light properties
public DynamicLightType LightType { get { return lightType; } }
public float LightRadius { get { return lightRadius; } }
public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle; } }
public Color4 LightColor { get { return lightColor; } }
/// <summary>
/// Returns the Thing that this VisualThing is created for.
/// </summary>
public Thing Thing { get { return thing; } }
/// <summary>
/// Render pass in which this geometry must be rendered. Default is Mask.
/// </summary>
public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
/// <summary>
/// Image to use as texture on the geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Disposed or not?
/// </summary>
public bool IsDisposed { get { return isdisposed; } }
/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected; } set { selected = value; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
protected VisualThing(Thing t)
{
// Initialize
this.thing = t;
this.renderpass = RenderPass.Mask;
this.position = Matrix.Identity;
//mxd
lightType = DynamicLightType.NONE;
lightRenderStyle = DynamicLightRenderStyle.NONE;
lightPrimaryRadius = -1;
lightSecondaryRadius = -1;
lightInterval = -1;
lightColor = new Color4();
boundingBox = new Vector3D[9];
// Register as resource
General.Map.Graphics.RegisterResource(this);
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
if(cagebuffer != null) cagebuffer.Dispose(); //mxd
cagebuffer = null; //mxd
// Unregister resource
General.Map.Graphics.UnregisterResource(this);
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
//mxd
internal void CalculateCameraDistance(Vector3D campos)
{
cameradistance = (int)((CenterV3D - campos).GetLengthSq());
}
// This is called before a device is reset (when resized or display adapter was changed)
public void UnloadResource()
{
// Trash geometry buffers
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
if(cagebuffer != null) cagebuffer.Dispose(); //mxd
cagebuffer = null; //mxd
updategeo = true;
updatecage = true; //mxd
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource()
{
// Make new geometry
//Update();
}
/// <summary>
/// Sets the color of the cage around the thing geometry and rebuilds the thing cage.
/// </summary>
protected void SetCageColor(PixelColor color)
{
cagecolor = color.ToColorValue();
updatecage = true;
}
/// <summary>
/// This sets the position to use for the thing geometry.
/// </summary>
public void SetPosition(Vector3D pos)
{
position_v3 = D3DDevice.V3(pos); //mxd
position = Matrix.Translation(position_v3);
updategeo = true;
updatecage = true; //mxd
//mxd. update bounding box?
if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
{
UpdateBoundingBox(lightRadius, lightRadius * 2);
}
}
// This sets the vertices for the thing sprite
protected void SetVertices(ICollection<WorldVertex> verts, Plane floor, Plane ceiling)
{
// Copy vertices
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
updategeo = true;
//mxd. Do some GLOOME shenanigans...
if(triangles < 2) return;
float localcenterz = vertices[1].z * 0.5f;
Matrix m;
switch(info.RenderMode)
{
// TODO: Currently broken in GLOOME...
case Thing.SpriteRenderMode.WALL_SPRITE:
m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.RotationZ(thing.Angle) * Matrix.Translation(0f, 0f, localcenterz);
for(int i = 0; i < vertices.Length; i++)
{
Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
vertices[i].x = transformed.X;
vertices[i].y = transformed.Y;
vertices[i].z = transformed.Z;
}
break;
case Thing.SpriteRenderMode.FLOOR_SPRITE:
Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
* Matrix.RotationY(Thing.Angle)
* Matrix.RotationX(Angle2D.PIHALF);
m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz);
for(int i = 0; i < vertices.Length; i++)
{
Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
vertices[i].x = transformed.X;
vertices[i].y = transformed.Y;
vertices[i].z = transformed.Z;
}
// TODO: this won't work on things with AbsoluteZ flag
// TODO: +ROLLSPRITE implies +STICKTOPLANE?
if(info.StickToPlane || info.RollSprite)
{
// Calculate vertical offset
float floorz = floor.GetZ(Thing.Position);
float ceilz = ceiling.GetZ(Thing.Position);
if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
{
float voffset;
if(info.Hangs)
{
float thingz = ceilz - Thing.Position.z + Thing.Height;
voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz);
}
else
{
voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
}
// Apply it
for(int i = 0; i < vertices.Length; i++)
vertices[i].z = floor.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset;
}
}
break;
case Thing.SpriteRenderMode.CEILING_SPRITE:
Matrix ceilrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
* Matrix.RotationY(Thing.Angle)
* Matrix.RotationX(Angle2D.PIHALF);
m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz);
for(int i = 0; i < vertices.Length; i++)
{
Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
vertices[i].x = transformed.X;
vertices[i].y = transformed.Y;
vertices[i].z = transformed.Z;
}
// TODO: this won't work on things with AbsoluteZ flag
// TODO: +ROLLSPRITE implies +STICKTOPLANE?
if(info.StickToPlane || info.RollSprite)
{
// Calculate vertical offset
float floorz = floor.GetZ(Thing.Position);
float ceilz = ceiling.GetZ(Thing.Position);
if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
{
float voffset;
if(info.Hangs)
{
float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height;
voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz);
}
else
{
voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
}
// Apply it
for(int i = 0; i < vertices.Length; i++)
vertices[i].z = ceiling.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset;
}
}
break;
default:
if(info.RollSprite)
{
m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz);
for(int i = 0; i < vertices.Length; i++)
{
Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
vertices[i].x = transformed.X;
vertices[i].y = transformed.Y;
vertices[i].z = transformed.Z;
}
}
break;
}
}
// This updates the visual thing
public virtual void Update()
{
// Do we need to update the geometry buffer?
if(updategeo)
{
// Trash geometry buffer
if(geobuffer != null) geobuffer.Dispose();
geobuffer = null;
// Any vertics?
if(vertices.Length > 0)
{
// Make a new buffer
geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices.Length,
Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
// Fill the buffer
DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * vertices.Length, LockFlags.Discard);
bufferstream.WriteRange(vertices);
geobuffer.Unlock();
bufferstream.Dispose();
}
//mxd. Check if thing is light
CheckLightState();
// Done
updategeo = false;
}
//mxd. Need to update thing cage?
if(updatecage)
{
// Trash cage buffer
if(cagebuffer != null) cagebuffer.Dispose();
cagebuffer = null;
// Make a new cage
List<WorldVertex> cageverts;
if(sizeless)
{
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
WorldVertex v1 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
WorldVertex v3 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
WorldVertex v4 = new WorldVertex(position_v3.X, position_v3.Y, thing.Size + position_v3.Z);
WorldVertex v5 = new WorldVertex(position_v3.X, position_v3.Y, -thing.Size + position_v3.Z);
cageverts = new List<WorldVertex>(new[] { v0, v1, v2, v3, v4, v5 });
}
else
{
float top = position_v3.Z + thing.Height;
float bottom = position_v3.Z;
WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
WorldVertex v1 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
WorldVertex v3 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
WorldVertex v4 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
WorldVertex v5 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
WorldVertex v6 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
WorldVertex v7 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
cageverts = new List<WorldVertex>(new[] { v0, v1,
v1, v2,
v2, v3,
v3, v0,
v4, v5,
v5, v6,
v6, v7,
v7, v4,
v0, v4,
v1, v5,
v2, v6,
v3, v7 });
}
// Make new arrow
if(Thing.IsDirectional)
{
Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(-Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
WorldVertex a1 = new WorldVertex(Vector3D.Transform(0.0f, -1.5f, 0.0f, transform)); //end
WorldVertex a2 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, 0.2f, transform));
WorldVertex a3 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, 0.2f, transform));
WorldVertex a4 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, -0.2f, transform));
WorldVertex a5 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, -0.2f, transform));
cageverts.AddRange(new[] { a0, a1,
a1, a2,
a1, a3,
a1, a4,
a1, a5 });
}
// Create buffer
WorldVertex[] cv = cageverts.ToArray();
cagelength = cv.Length / 2;
cagebuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cv.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
cagebuffer.Lock(0, WorldVertex.Stride * cv.Length, LockFlags.None).WriteRange(cv);
cagebuffer.Unlock();
// Done
updatecage = false;
}
}
//mxd
protected void CheckLightState()
{
//mxd. Check if thing is light
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
if(light_id != -1)
{
isGldefsLight = false;
lightInterval = -1;
UpdateLight(light_id);
UpdateBoundingBox(lightRadius, lightRadius * 2);
}
//check if we have light from GLDEFS
else if(General.Map.Data.GldefsEntries.ContainsKey(thing.Type))
{
isGldefsLight = true;
UpdateGldefsLight();
UpdateBoundingBox(lightRadius, lightRadius * 2);
}
else
{
UpdateBoundingBox((int)thing.Size, thingheight);
lightType = DynamicLightType.NONE;
lightRadius = -1;
lightPrimaryRadius = -1;
lightSecondaryRadius = -1;
lightRenderStyle = DynamicLightRenderStyle.NONE;
lightInterval = -1;
isGldefsLight = false;
}
}
//mxd. Used in ColorPicker to update light
public void UpdateLight()
{
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
if(light_id != -1)
{
UpdateLight(light_id);
UpdateBoundingBox(lightRadius, lightRadius * 2);
}
}
//mxd. Update light info
private void UpdateLight(int lightId)
{
float scaled_intensity = 255.0f / General.Settings.GZDynamicLightIntensity;
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light
{
int n;
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0])
{
n = 0;
lightRenderStyle = DynamicLightRenderStyle.NORMAL;
//lightColor.Alpha used in shader to perform some calculations based on light type
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity / 2, thing.Args[1] / scaled_intensity / 2, thing.Args[2] / scaled_intensity / 2);
}
else if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1])
{
n = 10;
lightRenderStyle = DynamicLightRenderStyle.ADDITIVE;
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity / 2, thing.Args[1] / scaled_intensity / 2, thing.Args[2] / scaled_intensity / 2);
}
else
{
n = 20;
lightRenderStyle = DynamicLightRenderStyle.NEGATIVE;
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity / 3, thing.Args[1] / scaled_intensity / 3, thing.Args[2] / scaled_intensity / 3);
}
lightType = (DynamicLightType)(thing.Type - 9800 - n);
if(lightType == DynamicLightType.SECTOR)
{
int scaler = 1;
if(thing.Sector != null) scaler = thing.Sector.Brightness / 4;
lightPrimaryRadius = (thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius;
}
else
{
lightPrimaryRadius = (thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom
if(lightType > 0) lightSecondaryRadius = (thing.Args[4] * 2) * General.Settings.GZDynamicLightRadius;
}
}
else //it's one of vavoom lights
{
lightRenderStyle = DynamicLightRenderStyle.VAVOOM;
lightType = (DynamicLightType)thing.Type;
if(lightType == DynamicLightType.VAVOOM_COLORED)
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[1] / scaled_intensity / 2, thing.Args[2] / scaled_intensity / 2, thing.Args[3] / scaled_intensity / 2);
else
lightColor = new Color4((float)lightRenderStyle / 100.0f, General.Settings.GZDynamicLightIntensity / 2, General.Settings.GZDynamicLightIntensity / 2, General.Settings.GZDynamicLightIntensity / 2);
lightPrimaryRadius = (thing.Args[0] * 8) * General.Settings.GZDynamicLightRadius;
}
UpdateLightRadius();
}
//mxd
private void UpdateGldefsLight()
{
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
float intensity_mod = General.Settings.GZDynamicLightIntensity;
float scale_mod = General.Settings.GZDynamicLightRadius;
//apply settings
lightRenderStyle = light.Subtractive ? DynamicLightRenderStyle.NEGATIVE : DynamicLightRenderStyle.NORMAL;
lightColor = new Color4((float)lightRenderStyle / 100.0f, light.Color.Red * intensity_mod, light.Color.Green * intensity_mod, light.Color.Blue * intensity_mod);
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
lightOffset = new Vector3(o.x, o.y, light.Offset.Z);
lightType = light.Type;
if(lightType == DynamicLightType.SECTOR)
{
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5.0f;
}
else
{
lightPrimaryRadius = light.PrimaryRadius * scale_mod;
lightSecondaryRadius = light.SecondaryRadius * scale_mod;
}
lightInterval = light.Interval;
UpdateLightRadius(lightInterval);
}
//mxd
public void UpdateLightRadius()
{
UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
}
//mxd
private void UpdateLightRadius(int interval)
{
if(lightType == DynamicLightType.NONE)
{
General.ErrorLogger.Add(ErrorType.Error, "Please check that thing is light before accessing it's PositionAndRadius! You can use lightType, which is -1 if thing isn't light");
return;
}
if(General.Settings.GZDrawLightsMode == LightRenderMode.ALL || Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, lightType) == -1)
{
lightRadius = lightPrimaryRadius;
return;
}
if(interval == 0)
{
lightRadius = 0;
return;
}
float time = Clock.CurrentTime;
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
float diff = rMax - rMin;
switch(lightType)
{
case DynamicLightType.PULSE:
lightDelta = ((float)Math.Sin(time / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
lightRadius = rMin + diff * lightDelta;
break;
case DynamicLightType.FLICKER:
float fdelta = (float)Math.Sin(time / 0.1f); //just playing by the eye here...
if(Math.Sign(fdelta) != Math.Sign(lightDelta))
{
lightDelta = fdelta;
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
}
break;
case DynamicLightType.RANDOM:
float rdelta = (float)Math.Sin(time / (interval * 9.0f)); //just playing by the eye here...
if(Math.Sign(rdelta) != Math.Sign(lightDelta))
{
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
}
lightDelta = rdelta;
break;
}
}
//mxd. update bounding box
public void UpdateBoundingBox()
{
if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
UpdateBoundingBox(lightRadius, lightRadius * 2);
}
private void UpdateBoundingBox(float width, float height)
{
boundingBox = new Vector3D[9];
boundingBox[0] = CenterV3D;
float h2 = height / 2.0f;
boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
}
/// <summary>
/// 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.
/// </summary>
public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
return false;
}
/// <summary>
/// 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.
/// </summary>
public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
return false;
}
#endregion
}
}