mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
280 lines
7.6 KiB
C#
280 lines
7.6 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;
|
|
using System.Collections.Generic;
|
|
using System.Globalization;
|
|
using System.Text;
|
|
using System.Windows.Forms;
|
|
using System.IO;
|
|
using System.Reflection;
|
|
using System.Drawing;
|
|
using System.ComponentModel;
|
|
using CodeImp.DoomBuilder.Map;
|
|
using SlimDX.Direct3D9;
|
|
using SlimDX;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using System.Drawing.Imaging;
|
|
using CodeImp.DoomBuilder.Data;
|
|
using CodeImp.DoomBuilder.Editing;
|
|
using CodeImp.DoomBuilder.IO;
|
|
using CodeImp.DoomBuilder.Rendering;
|
|
|
|
#endregion
|
|
|
|
namespace CodeImp.DoomBuilder.VisualModes
|
|
{
|
|
public abstract class VisualThing : IVisualPickable, ID3DResource, IComparable<VisualThing>
|
|
{
|
|
#region ================== Constants
|
|
|
|
#endregion
|
|
|
|
#region ================== Variables
|
|
|
|
// Thing
|
|
private Thing thing;
|
|
|
|
// Texture
|
|
private ImageData texture;
|
|
|
|
// Geometry
|
|
private WorldVertex[] vertices;
|
|
private VertexBuffer geobuffer;
|
|
private bool updategeo;
|
|
private int triangles;
|
|
|
|
// Rendering
|
|
private int renderpass;
|
|
private Matrix orientation;
|
|
private Matrix position;
|
|
private Matrix cagescales;
|
|
private bool billboard;
|
|
private Vector2D pos2d;
|
|
private float cameradistance;
|
|
private int cagecolor;
|
|
|
|
// Disposing
|
|
private bool isdisposed = false;
|
|
|
|
#endregion
|
|
|
|
#region ================== Properties
|
|
|
|
internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
|
|
internal bool NeedsUpdateGeo { get { return updategeo; } }
|
|
internal int Triangles { get { return triangles; } }
|
|
internal int RenderPassInt { get { return renderpass; } }
|
|
internal Matrix Orientation { get { return orientation; } }
|
|
internal Matrix Position { get { return position; } }
|
|
internal Matrix CageScales { get { return cagescales; } }
|
|
internal int CageColor { get { return cagecolor; } }
|
|
|
|
/// <summary>
|
|
/// Set to True to use billboarding for this thing. When using billboarding,
|
|
/// the geometry will be rotated on the XY plane to face the camera.
|
|
/// </summary>
|
|
public bool Billboard { get { return billboard; } set { billboard = value; } }
|
|
|
|
/// <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 Solid.
|
|
/// </summary>
|
|
public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)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; } }
|
|
|
|
#endregion
|
|
|
|
#region ================== Constructor / Destructor
|
|
|
|
// Constructor
|
|
public VisualThing(Thing t)
|
|
{
|
|
// Initialize
|
|
this.thing = t;
|
|
this.renderpass = (int)RenderPass.Mask;
|
|
this.billboard = true;
|
|
this.orientation = Matrix.Identity;
|
|
this.position = Matrix.Identity;
|
|
this.cagescales = Matrix.Identity;
|
|
|
|
// 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;
|
|
|
|
// Unregister resource
|
|
General.Map.Graphics.UnregisterResource(this);
|
|
|
|
// Done
|
|
isdisposed = true;
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region ================== Methods
|
|
|
|
// This sets the distance from the camera
|
|
internal void CalculateCameraDistance(Vector2D campos)
|
|
{
|
|
cameradistance = Vector2D.DistanceSq(pos2d, campos);
|
|
}
|
|
|
|
// This is called before a device is reset
|
|
// (when resized or display adapter was changed)
|
|
public void UnloadResource()
|
|
{
|
|
// Trash geometry buffer
|
|
if(geobuffer != null) geobuffer.Dispose();
|
|
geobuffer = null;
|
|
updategeo = true;
|
|
}
|
|
|
|
// 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 size of the cage around the thing geometry.
|
|
/// </summary>
|
|
public void SetCageSize(float radius, float height)
|
|
{
|
|
cagescales = Matrix.Scaling(radius, radius, height);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the color of the cage around the thing geometry.
|
|
/// </summary>
|
|
public void SetCageColor(PixelColor color)
|
|
{
|
|
cagecolor = color.ToInt();
|
|
}
|
|
|
|
/// <summary>
|
|
/// This sets the position to use for the thing geometry.
|
|
/// </summary>
|
|
public void SetPosition(Vector3D pos)
|
|
{
|
|
pos2d = new Vector2D(pos);
|
|
position = Matrix.Translation(D3DDevice.V3(pos));
|
|
}
|
|
|
|
/// <summary>
|
|
/// This sets the orientation to use for the thing geometry. When using this, you may want to turn off billboarding.
|
|
/// </summary>
|
|
public void SetOrientation(Vector3D angles)
|
|
{
|
|
orientation = Matrix.RotationYawPitchRoll(angles.z, angles.y, angles.x);
|
|
}
|
|
|
|
// This sets the vertices for the thing sprite
|
|
protected void SetVertices(ICollection<WorldVertex> verts)
|
|
{
|
|
// Copy vertices
|
|
vertices = new WorldVertex[verts.Count];
|
|
verts.CopyTo(vertices, 0);
|
|
triangles = vertices.Length / 3;
|
|
updategeo = true;
|
|
}
|
|
|
|
// 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<WorldVertex>(vertices);
|
|
geobuffer.Unlock();
|
|
bufferstream.Dispose();
|
|
}
|
|
|
|
// Done
|
|
updategeo = false;
|
|
}
|
|
}
|
|
|
|
/// <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(VisualThing other)
|
|
{
|
|
return Math.Sign(other.cameradistance - this.cameradistance);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|