UltimateZoneBuilder/Source/VisualModes/VisualGeometry.cs
2008-11-19 16:18:36 +00:00

127 lines
3.3 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 VisualGeometry : IComparable<VisualGeometry>
{
#region ================== Variables
// Texture
private ImageData texture;
// State
private bool visible;
// Vertices
private WorldVertex[] vertices;
private int triangles;
// Sector
private VisualSector sector;
// Sector buffer info
private int vertexoffset;
#endregion
#region ================== Properties
// Internal properties
internal WorldVertex[] Vertices { get { return vertices; } }
internal int VertexOffset { get { return vertexoffset; } set { vertexoffset = value; } }
internal int Triangles { get { return triangles; } }
/// <summary>
/// Image to use as texture on this geometry.
/// </summary>
public ImageData Texture { get { return texture; } set { texture = value; } }
/// <summary>
/// Set to true to render this geometry, false to hide geometry.
/// </summary>
public bool Visible { get { return visible; } set { visible = value; } }
/// <summary>
/// Returns the VisualSector this geometry has been added to.
/// </summary>
public VisualSector Sector { get { return sector; } internal set { sector = value; } }
#endregion
#region ================== Constructor / Destructor
// Constructor
public VisualGeometry()
{
}
#endregion
#region ================== Methods
// This sets the vertices for this geometry
protected void SetVertices(ICollection<WorldVertex> verts)
{
// Copy vertices
vertices = new WorldVertex[verts.Count];
verts.CopyTo(vertices, 0);
triangles = vertices.Length / 3;
if(sector != null) sector.NeedsUpdateGeo = true;
}
// This compares for sorting
public int CompareTo(VisualGeometry other)
{
long thislongname, otherlongname;
// Get long names
if(this.texture != null) thislongname = this.texture.LongName; else thislongname = 0;
if(other.texture != null) otherlongname = other.texture.LongName; else otherlongname = 0;
// Compare names
if(thislongname > otherlongname) return 1;
else if(thislongname < otherlongname) return -1;
else return 0;
}
#endregion
}
}