UltimateZoneBuilder/Source/Core/VisualModes/VisualSlope.cs
2020-01-18 21:10:21 +01:00

173 lines
No EOL
4.3 KiB
C#

using System;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Rendering;
namespace CodeImp.DoomBuilder.VisualModes
{
public abstract class VisualSlope : IVisualPickable, IDisposable
{
#region ================== Variables
// Disposing
private bool isdisposed;
// Selected?
protected bool selected;
// Pivot?
protected bool pivot;
// Smart Pivot?
protected bool smartpivot;
// Was changed?
private bool changed;
protected float length;
private Matrix position;
#endregion
#region ================== Properties
/// <summary>
/// Selected or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Selected { get { return selected; } set { selected = value; } }
/// <summary>
/// Pivot or not? This is only used by the core to determine what color to draw it with.
/// </summary>
public bool Pivot { get { return pivot; } set { pivot = value; } }
/// <summary>
/// Disposed or not?
/// </summary>
public bool IsDisposed { get { return isdisposed; } }
public bool SmartPivot { get { return smartpivot; } set { smartpivot = value; } }
public bool Changed { get { return changed; } set { changed = value; } }
public float Length { get { return length; } }
public Matrix Position { get { return position; } }
#endregion
#region ================== Constructor / Destructor
public VisualSlope()
{
// Register as resource
// General.Map.Graphics.RegisterResource(this);
pivot = false;
smartpivot = false;
}
// Disposer
public virtual void Dispose()
{
// Not already disposed?
}
#endregion
#region ================== Methods
// This is called before a device is reset (when resized or display adapter was changed)
public void UnloadResource()
{
}
// This is called resets when the device is reset
// (when resized or display adapter was changed)
public void ReloadResource()
{
}
/// <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 true;
}
/// <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 true;
}
public virtual void Update() {}
public void SetPosition(Vector3D v1, Vector3D v2x, Vector3D v3x, Plane plane, float angle)
{
//Matrix translate = Matrix.Translation(pos.x, pos.y, pos.z);
//Matrix rotate = Matrix.RotationZ(angle);
//Matrix planerotate = Matrix.LookAt(RenderDevice.V3(v1), RenderDevice.V3(v2x), RenderDevice.V3(new Vector3D(0.0f, 0.0f, 1.0f)));
/*
float[] normal = new float[] { plane.Normal.x, plane.Normal.y, plane.Normal.z };
float[] vec2 = new float[] { 0.0f, 0.0f, 0.0f };
int imin = 0;
for (int i = 0; i < 3; ++i)
if (Math.Abs(normal[i]) < Math.Abs(normal[imin]))
imin = i;
float dt = normal[imin];
vec2[imin] = 1;
for(int i=0;i<3;i++)
vec2[i] -= dt * normal[i];
Vector3D v2 = new Vector3D(vec2[0], vec2[1], vec2[2]);
*/
Vector3D v2 = new Vector3D(-plane.Normal.z, plane.Normal.x, plane.Normal.y);
v2 = Vector3D.CrossProduct(plane.Normal, v2x).GetNormal();
Vector3D v3 = Vector3D.CrossProduct(plane.Normal, v3x).GetNormal();
Matrix m = Matrix.Null;
m.M13 = plane.Normal.x;
m.M23 = plane.Normal.y;
m.M33 = plane.Normal.z;
m.M11 = v2.x;
m.M21 = v2.y;
m.M31 = v2.z;
m.M12 = v3.x;
m.M22 = v3.y;
m.M32 = v3.z;
m.M44 = 1.0f;
v1.z = plane.GetZ(v1);
Matrix rotation = Matrix.RotationZ(angle);
//Matrix xrotate = Matrix.RotationX(90.0f);
//Vector3 v = new Vector3(plane.Normal.x, plane.Normal.y, plane.Normal.z);
// Matrix rotate = Matrix.RotationAxis(v, angle);
//position = Matrix.Multiply(translate, planerotate);
position = Matrix.Multiply(m, Matrix.Multiply(rotation, Matrix.Translation(RenderDevice.V3(v1))));
// position = m;
}
#endregion
}
}