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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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138 lines
No EOL
3.7 KiB
C#
138 lines
No EOL
3.7 KiB
C#
using System;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public abstract class VisualSlope : IVisualPickable
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{
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#region ================== Variables
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// Disposing
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private bool isdisposed;
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// Selected?
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protected bool selected;
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// Pivot?
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protected bool pivot;
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// Smart Pivot?
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protected bool smartpivot;
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// Was changed?
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private bool changed;
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protected double length;
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private Matrix position;
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#endregion
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#region ================== Properties
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/// <summary>
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/// Selected or not? This is only used by the core to determine what color to draw it with.
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/// </summary>
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public bool Selected { get { return selected; } set { selected = value; } }
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/// <summary>
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/// Pivot or not? This is only used by the core to determine what color to draw it with.
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/// </summary>
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public bool Pivot { get { return pivot; } set { pivot = value; } }
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/// <summary>
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/// Disposed or not?
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/// </summary>
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public bool IsDisposed { get { return isdisposed; } }
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public bool SmartPivot { get { return smartpivot; } set { smartpivot = value; } }
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public bool Changed { get { return changed; } set { changed = value; } }
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public double Length { get { return length; } }
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public Matrix Position { get { return position; } }
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#endregion
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#region ================== Constructor / Destructor
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public VisualSlope()
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{
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pivot = false;
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smartpivot = false;
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}
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#endregion
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#region ================== Methods
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// This is called before a device is reset (when resized or display adapter was changed)
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public void UnloadResource()
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{
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}
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// This is called resets when the device is reset
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// (when resized or display adapter was changed)
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public void ReloadResource()
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{
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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 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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{
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return true;
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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 double u_ray)
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{
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return true;
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}
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public virtual void Update() {}
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public void SetPosition(Line2D line, Plane plane)
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{
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Line3D line3d = new Line3D(new Vector3D(line.v1, plane.GetZ(line.v1)), new Vector3D(line.v2, plane.GetZ(line.v2)));
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// This vector is perpendicular to the line, with a 90° angle between it and the plane normal
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Vector3D perpendicularvector = Vector3D.CrossProduct(line3d.GetDelta().GetNormal(), plane.Normal) * (-1);
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// This vector is on the plane, with a 90° angle to the perpendicular vector (so effectively
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// it's on the line, but in 3D
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Vector3D linevector = Vector3D.CrossProduct(plane.Normal, perpendicularvector) * (-1);
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Matrix m = Matrix.Null;
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m.M11 = (float)linevector.x;
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m.M12 = (float)linevector.y;
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m.M13 = (float)linevector.z;
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m.M21 = (float)perpendicularvector.x;
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m.M22 = (float)perpendicularvector.y;
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m.M23 = (float)perpendicularvector.z;
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m.M31 = (float)plane.Normal.x;
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m.M32 = (float)plane.Normal.y;
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m.M33 = (float)plane.Normal.z;
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m.M44 = 1.0f;
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// The matrix is at the 0,0 origin, so move it to the start vertex of the line
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Vector3D tp = new Vector3D(line.v1, plane.GetZ(line.v1));
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position = Matrix.Multiply(m, Matrix.Translation(RenderDevice.V3(tp)));
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}
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#endregion
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}
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} |