mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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142 lines
3.5 KiB
C#
142 lines
3.5 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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internal class VisualMiddle : VisualGeometry
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public VisualMiddle(Sidedef s)
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{
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WorldVertex[] verts;
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float geotop;
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float geobottom;
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float geoheight;
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bool texturegiven;
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bool texturerequired;
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Vector2D v1, v2;
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// Calculate size of this wall part
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geotop = (float)s.Sector.CeilHeight;
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geobottom = (float)s.Sector.FloorHeight;
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geoheight = geotop - geobottom;
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if(geoheight > 0.001f)
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{
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// Check texture status
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texturegiven = ((s.MiddleTexture.Length > 0) && (s.MiddleTexture[0] != '-'));
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texturerequired = s.MiddleRequired();
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// Only create wall when middle texture is set or the wall requires a texture
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if(texturegiven || texturerequired)
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{
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// Texture given?
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if(texturegiven)
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(s.LongMiddleTexture);
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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}
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// Get coordinates
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if(s.IsFront)
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{
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v1 = s.Line.Start.Position;
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v2 = s.Line.End.Position;
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}
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else
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{
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v1 = s.Line.End.Position;
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v2 = s.Line.Start.Position;
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness), unchecked((byte)s.Sector.Brightness));
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// Make vertices
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verts = new WorldVertex[6];
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verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), 0.0f, 1.0f);
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verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), 0.0f, 0.0f);
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verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), 1.0f, 1.0f);
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}
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else
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{
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// No geometry for invisible wall
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verts = new WorldVertex[0];
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}
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}
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else
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{
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// No geometry for invisible wall
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verts = new WorldVertex[0];
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}
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// Apply vertices
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base.SetVertices(verts);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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#endregion
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#region ================== Methods
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#endregion
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}
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}
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