mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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208 lines
5.3 KiB
C#
208 lines
5.3 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Windows;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class BaseVisualThing : VisualThing
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private ThingTypeInfo info;
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private bool isloaded;
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private ImageData sprite;
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private float cageradius2;
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private Vector2D pos2d;
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public BaseVisualThing(Thing t) : base(t)
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{
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// Find thing information
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info = General.Map.Config.GetThingInfo(Thing.Type);
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// Find sprite texture
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if(info.Sprite.Length > 0)
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{
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sprite = General.Map.Data.GetSpriteImage(info.Sprite);
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if(sprite != null) sprite.AddReference();
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}
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the thing geometry. Returns false when nothing was created.
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public virtual bool Setup()
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{
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if(sprite != null)
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{
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// Find the sector in which the thing resides
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Thing.DetermineSector();
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PixelColor pc;
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if(Thing.Sector != null)
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{
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// Use sector brightness for color shading
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pc = new PixelColor(255, unchecked((byte)Thing.Sector.Brightness),
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unchecked((byte)Thing.Sector.Brightness),
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unchecked((byte)Thing.Sector.Brightness));
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}
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else
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{
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// Full brightness
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pc = new PixelColor(255, 255, 255, 255);
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}
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// Check if the texture is loaded
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isloaded = sprite.IsImageLoaded;
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if(isloaded)
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{
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base.Texture = sprite;
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// Determine sprite size
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float radius = sprite.ScaledWidth * 0.5f;
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float height = sprite.ScaledHeight;
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, pc.ToInt(), 0.0f, 1.0f);
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verts[1] = new WorldVertex(-radius, 0.0f, height, pc.ToInt(), 0.0f, 0.0f);
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verts[2] = new WorldVertex(+radius, 0.0f, height, pc.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, pc.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
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}
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else
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{
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base.Texture = General.Map.Data.Hourglass3D;
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// Determine sprite size
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float radius = info.Width;
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float height = info.Height;
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(-radius, 0.0f, 0.0f, pc.ToInt(), 0.0f, 1.0f);
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verts[1] = new WorldVertex(-radius, 0.0f, height, pc.ToInt(), 0.0f, 0.0f);
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verts[2] = new WorldVertex(+radius, 0.0f, height, pc.ToInt(), 1.0f, 0.0f);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(+radius, 0.0f, 0.0f, pc.ToInt(), 1.0f, 1.0f);
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SetVertices(verts);
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}
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}
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// Setup position and size
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Vector3D pos = Thing.Position;
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if(Thing.Sector != null) pos.z += Thing.Sector.FloorHeight;
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SetPosition(pos);
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SetCageSize(info.Width, info.Height);
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SetCageColor(Thing.Color);
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// Keep info for object picking
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cageradius2 = info.Width * Angle2D.SQRT2;
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cageradius2 = cageradius2 * cageradius2;
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pos2d = Thing.Position;
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// Done
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return true;
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}
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// Disposing
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public override void Dispose()
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{
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if(!IsDisposed)
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{
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if(sprite != null)
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{
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sprite.RemoveReference();
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sprite = null;
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}
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}
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base.Dispose();
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}
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#endregion
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#region ================== Methods
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// This updates the thing when needed
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public override void Update()
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{
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if(!isloaded)
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{
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// Rebuild sprite geometry when sprite is loaded
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if(sprite.IsImageLoaded)
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{
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Setup();
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}
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}
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// Let the base update
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base.Update();
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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float distance2 = Line2D.GetDistanceToLineSq(from, to, pos2d, false);
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return (distance2 <= cageradius2);
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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return false;
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}
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#endregion
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}
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}
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