mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
37feaa5de1
Added "Toggle sky rendering" action and toolbar button. Added, MAPINFO parser: the editor now recognizes map number from classic map definition format. Hexen MAPINFO is now properly parsed. Added, MAPINFO support: if current map definition contains map name as a text string, it will be shown in the editor's header. Changed: "Toggle dynamic lights rendering" now toggles between "Don't show dynamic lights" and "Show dynamic lights" when used in Classic modes. Changed, Things mode: lowered the opacity of dynamic light radii. Changed, (G)ZDoom text parsers: empty include files now trigger a warning instead of an error and no longer abort parsing. Fixed, Game configurations: moved Stalagmite:5050 thing to Doom block (so the editor no longer tries to load it for non-Doom game configurations). Fixed(?), Visual mode: probably fixed a hard-to-trigger exception when sorting translucent geometry. Fixed, Visual mode: floor glow effect was incorrectly applied to walls (was broken in R2452). Internal: restructured most of MAPINFO and GLDEFS parsers. Should be more maintainable now. Updated ZDoom ACC. Updated zdbsp to 1.19. Updated documentation.
93 lines
2.8 KiB
C#
93 lines
2.8 KiB
C#
using System;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using SlimDX;
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public class VisualVertexPair
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{
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private readonly VisualVertex floorvert;
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private readonly VisualVertex ceilvert;
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public VisualVertex[] Vertices { get { return new[] { floorvert, ceilvert }; } }
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public VisualVertex FloorVertex { get { return floorvert; } }
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public VisualVertex CeilingVertex { get { return ceilvert; } }
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public bool Changed { set { floorvert.Changed = value; ceilvert.Changed = value; } }
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public VisualVertexPair(VisualVertex floorvert, VisualVertex ceilvert)
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{
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if(floorvert.CeilingVertex == ceilvert.CeilingVertex)
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throw new Exception("VisualVertexPair: both verts have the same alignment! We cannot tolerate this!");
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this.floorvert = floorvert;
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this.ceilvert = ceilvert;
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}
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public void Update()
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{
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if(floorvert.Changed) floorvert.Update();
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if(ceilvert.Changed) ceilvert.Update();
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}
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public void Deselect()
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{
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floorvert.Selected = false;
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ceilvert.Selected = false;
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}
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}
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public abstract class VisualVertex : IVisualPickable
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{
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//Constants
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public const float DEFAULT_SIZE = 6.0f;
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//Variables
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protected readonly Vertex vertex;
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private Matrix position;
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protected bool selected;
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protected bool changed;
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protected readonly bool ceilingVertex;
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protected bool haveOffset;
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//Properties
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internal Matrix Position { get { return position; } }
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public Vertex Vertex { get { return vertex; } }
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public bool Selected { get { return selected; } set { selected = value; } }
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public bool Changed { get { return changed; } set { changed |= value; } }
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public bool CeilingVertex { get { return ceilingVertex; } }
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public bool HaveHeightOffset { get { return haveOffset; } }
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protected VisualVertex(Vertex v, bool ceilingVertex)
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{
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vertex = v;
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position = Matrix.Identity;
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this.ceilingVertex = ceilingVertex;
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}
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public void SetPosition(Vector3D pos)
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{
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position = Matrix.Translation(pos.x, pos.y, pos.z);
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}
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public virtual void Update() { }
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/// <summary>
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/// This is called when the thing must be tested for line intersection. This should reject
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/// as fast as possible to rule out all geometry that certainly does not touch the line.
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/// </summary>
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public virtual bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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return false;
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}
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/// <summary>
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/// This is called when the thing must be tested for line intersection. This should perform
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/// accurate hit detection and set u_ray to the position on the ray where this hits the geometry.
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/// </summary>
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public virtual bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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return false;
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}
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}
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}
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