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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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5e59c38da6
Fixed: Randomize Sectors, UDMF: vertex height changes were not undone properly after using the mode (I broke it in r2101). Fixed: Randomize Sectors: floor/ceiling textures can not be used as lower/upper textures when "MixTexturesAndFlats" is disabled. In this case the corresponding option is now changed to "Use default texture".
99 lines
3.2 KiB
C#
99 lines
3.2 KiB
C#
using System;
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using CodeImp.DoomBuilder.Map;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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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 VisualVertex floorvert;
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private 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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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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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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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, IComparable<VisualVertex>
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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 Vertex vertex;
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private Matrix position;
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private float cameradistance;
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protected bool selected;
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protected bool changed;
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protected 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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public VisualVertex(Vertex v, bool ceilingVertex) {
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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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// This sets the distance from the camera
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internal void CalculateCameraDistance(Vector2D campos) {
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cameradistance = Vector2D.DistanceSq(vertex.Position, campos);
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}
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public void SetPosition(Vector3D pos) {
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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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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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return false;
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}
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/// <summary>
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/// This sorts things by distance from the camera. Farthest first.
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/// </summary>
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public int CompareTo(VisualVertex other) {
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return Math.Sign(other.cameradistance - this.cameradistance);
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}
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}
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}
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