UltimateZoneBuilder/Source/Core/VisualModes/VisualVertex.cs
MaxED 283c6c2272 Visual mode: noticeable performance boost (rendering now works ~40% faster).
Visual mode: fog distance calculation is now much closer to GZDoom one.
Visual mode: thing brightness calculation when a thing is affected by floor glow is now much closer to GZDoom one.
Linedef edit window, UDMF: added "Reset front/back brightness" buttons.
Sector edit window, UDMF: added "Reset ceiling/floor brightness" buttons.
Internal, Visual mode, Things mode: persistent event lines are now updated only when map objects are changed instead of doing it on every display redraw.
Internal: improved Dictionary lookup times when using map objects and textures as keys.
Internal: added "Release + Profiler" solution configuration.
Updated ZDoom_ACS.cfg (Warp).
2015-10-02 14:47:34 +00:00

102 lines
3 KiB
C#

using System;
using CodeImp.DoomBuilder.Map;
using SlimDX;
using CodeImp.DoomBuilder.Geometry;
namespace CodeImp.DoomBuilder.VisualModes
{
public class VisualVertexPair
{
private VisualVertex floorvert;
private VisualVertex ceilvert;
public VisualVertex[] Vertices { get { return new[] { floorvert, ceilvert }; } }
public VisualVertex FloorVertex { get { return floorvert; } }
public VisualVertex CeilingVertex { get { return ceilvert; } }
public bool Changed { set { floorvert.Changed = value; ceilvert.Changed = value; } }
public VisualVertexPair(VisualVertex floorvert, VisualVertex ceilvert)
{
if(floorvert.CeilingVertex == ceilvert.CeilingVertex)
throw new Exception("VisualVertexPair: both verts have the same alignment! We cannot tolerate this!");
this.floorvert = floorvert;
this.ceilvert = ceilvert;
}
public void Update()
{
if(floorvert.Changed) floorvert.Update();
if(ceilvert.Changed) ceilvert.Update();
}
public void Deselect()
{
floorvert.Selected = false;
ceilvert.Selected = false;
}
}
public abstract class VisualVertex : IVisualPickable, IComparable<VisualVertex>
{
//Constants
public const float DEFAULT_SIZE = 6.0f;
//Variables
protected Vertex vertex;
private Matrix position;
private float cameradistance;
protected bool selected;
protected bool changed;
protected bool ceilingVertex;
protected bool haveOffset;
//Properties
internal Matrix Position { get { return position; } }
public Vertex Vertex { get { return vertex; } }
public bool Selected { get { return selected; } set { selected = value; } }
public bool Changed { get { return changed; } set { changed |= value; } }
public bool CeilingVertex { get { return ceilingVertex; } }
public bool HaveHeightOffset { get { return haveOffset; } }
protected VisualVertex(Vertex v, bool ceilingVertex)
{
vertex = v;
position = Matrix.Identity;
this.ceilingVertex = ceilingVertex;
}
public void SetPosition(Vector3D pos)
{
position = Matrix.Translation(pos.x, pos.y, pos.z);
}
public virtual void Update() { }
/// <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;
}
/// <summary>
/// This sorts things by distance from the camera. Farthest first.
/// </summary>
public int CompareTo(VisualVertex other)
{
return Math.Sign(other.cameradistance - this.cameradistance);
}
}
}