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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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732 lines
25 KiB
C#
732 lines
25 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.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.GZBuilder.Data; //mxd
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using SlimDX;
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using SlimDX.Direct3D9;
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using Plane = CodeImp.DoomBuilder.Geometry.Plane;
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#endregion
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namespace CodeImp.DoomBuilder.VisualModes
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{
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public abstract class VisualThing : IVisualPickable, ID3DResource
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{
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#region ================== Constants
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protected const int FIXED_RADIUS = 8; //mxd. Used to render things with zero width and radius
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internal const float LIT_FOG_DENSITY_SCALER = 255 * VisualGeometry.FOG_DENSITY_SCALER; //mxd
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#endregion
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#region ================== Variables
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// Thing
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private readonly Thing thing;
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//mxd. Info
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protected ThingTypeInfo info;
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// Texture
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private ImageData texture;
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// Geometry
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private WorldVertex[] vertices;
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private VertexBuffer geobuffer;
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private VertexBuffer cagebuffer; //mxd
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private int cagelength; //mxd
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private bool updategeo;
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private bool updatecage; //mxd
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private int triangles;
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// Rendering
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private RenderPass renderpass;
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private Matrix position;
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private int cameradistance;
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private Color4 cagecolor;
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protected bool sizeless; //mxd. Used to render visual things with 0 width and height
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protected float fogfactor; //mxd
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// Selected?
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protected bool selected;
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// Disposing
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private bool isdisposed;
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//mxd
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protected float thingheight;
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//mxd. light properties
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private DynamicLightType lightType;
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private DynamicLightRenderStyle lightRenderStyle;
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private Color4 lightColor;
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private float lightRadius; //current radius. used in light animation
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private float lightPrimaryRadius;
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private float lightSecondaryRadius;
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private Vector3 position_v3;
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private float lightDelta; //used in light animation
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private Vector3D[] boundingBox;
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//gldefs light
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private Vector3 lightOffset;
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private int lightInterval;
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private bool isGldefsLight;
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#endregion
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#region ================== Properties
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internal VertexBuffer GeometryBuffer { get { return geobuffer; } }
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internal VertexBuffer CageBuffer { get { return cagebuffer; } } //mxd
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internal int CageLength { get { return cagelength; } } //mxd
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internal bool NeedsUpdateGeo { get { return updategeo; } }
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internal int Triangles { get { return triangles; } }
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internal Matrix Position { get { return position; } }
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internal Color4 CageColor { get { return cagecolor; } }
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public ThingTypeInfo Info { get { return info; } } //mxd
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//mxd
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internal int VertexColor { get { return vertices.Length > 0 ? vertices[0].c : 0;} }
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public int CameraDistance { get { return cameradistance; } }
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public float FogFactor { get { return fogfactor; } }
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public Vector3 Center
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{
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get
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{
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if(isGldefsLight) return position_v3 + lightOffset;
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return new Vector3(position_v3.X, position_v3.Y, position_v3.Z + thingheight / 2f);
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}
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}
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public Vector3D CenterV3D { get { return D3DDevice.V3D(Center); } }
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public float LocalCenterZ { get { return thingheight / 2f; } } //mxd
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public Vector3 PositionV3 { get { return position_v3; } }
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public Vector3D[] BoundingBox { get { return boundingBox; } }
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//mxd. light properties
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public DynamicLightType LightType { get { return lightType; } }
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public float LightRadius { get { return lightRadius; } }
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public DynamicLightRenderStyle LightRenderStyle { get { return lightRenderStyle; } }
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public Color4 LightColor { get { return lightColor; } }
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/// <summary>
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/// Returns the Thing that this VisualThing is created for.
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/// </summary>
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public Thing Thing { get { return thing; } }
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/// <summary>
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/// Render pass in which this geometry must be rendered. Default is Mask.
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/// </summary>
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public RenderPass RenderPass { get { return renderpass; } set { renderpass = value; } }
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/// <summary>
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/// Image to use as texture on the geometry.
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/// </summary>
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public ImageData Texture { get { return texture; } set { texture = 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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/// <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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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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protected VisualThing(Thing t)
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{
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// Initialize
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this.thing = t;
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this.renderpass = RenderPass.Mask;
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this.position = Matrix.Identity;
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//mxd
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lightType = DynamicLightType.NONE;
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lightRenderStyle = DynamicLightRenderStyle.NONE;
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lightPrimaryRadius = -1;
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lightSecondaryRadius = -1;
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lightInterval = -1;
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lightColor = new Color4();
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boundingBox = new Vector3D[9];
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// Register as resource
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General.Map.Graphics.RegisterResource(this);
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}
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// Disposer
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public virtual void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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if(cagebuffer != null) cagebuffer.Dispose(); //mxd
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cagebuffer = null; //mxd
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// Unregister resource
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General.Map.Graphics.UnregisterResource(this);
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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//mxd
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internal void CalculateCameraDistance(Vector3D campos)
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{
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cameradistance = (int)((CenterV3D - campos).GetLengthSq());
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}
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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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// Trash geometry buffers
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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if(cagebuffer != null) cagebuffer.Dispose(); //mxd
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cagebuffer = null; //mxd
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updategeo = true;
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updatecage = true; //mxd
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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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// Make new geometry
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//Update();
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}
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/// <summary>
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/// Sets the color of the cage around the thing geometry and rebuilds the thing cage.
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/// </summary>
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protected void SetCageColor(PixelColor color)
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{
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cagecolor = color.ToColorValue();
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updatecage = true;
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}
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/// <summary>
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/// This sets the position to use for the thing geometry.
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/// </summary>
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public void SetPosition(Vector3D pos)
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{
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position_v3 = D3DDevice.V3(pos); //mxd
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position = Matrix.Translation(position_v3);
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updategeo = true;
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updatecage = true; //mxd
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//mxd. update bounding box?
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if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
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{
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UpdateBoundingBox(lightRadius, lightRadius * 2);
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}
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}
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// This sets the vertices for the thing sprite
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protected void SetVertices(ICollection<WorldVertex> verts, Plane floor, Plane ceiling)
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{
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// Copy vertices
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vertices = new WorldVertex[verts.Count];
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verts.CopyTo(vertices, 0);
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triangles = vertices.Length / 3;
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updategeo = true;
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//mxd. Do some GLOOME shenanigans...
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if(triangles < 2) return;
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float localcenterz = vertices[1].z * 0.5f;
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Matrix m;
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switch(info.RenderMode)
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{
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// TODO: Currently broken in GLOOME...
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case Thing.SpriteRenderMode.WALL_SPRITE:
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m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.RotationZ(thing.Angle) * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices.Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
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vertices[i].x = transformed.X;
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vertices[i].y = transformed.Y;
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vertices[i].z = transformed.Z;
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}
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break;
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case Thing.SpriteRenderMode.FLOOR_SPRITE:
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Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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m = Matrix.Translation(0f, 0f, -localcenterz) * floorrotation * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices.Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
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vertices[i].x = transformed.X;
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vertices[i].y = transformed.Y;
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vertices[i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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{
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Thing.Position.z + Thing.Height;
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voffset = 0.01f - floorz - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = 0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices.Length; i++)
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vertices[i].z = floor.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset;
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}
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}
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break;
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case Thing.SpriteRenderMode.CEILING_SPRITE:
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Matrix ceilrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
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* Matrix.RotationY(Thing.Angle)
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* Matrix.RotationX(Angle2D.PIHALF);
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m = Matrix.Translation(0f, 0f, -localcenterz) * ceilrotation * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices.Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
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vertices[i].x = transformed.X;
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vertices[i].y = transformed.Y;
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vertices[i].z = transformed.Z;
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}
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// TODO: this won't work on things with AbsoluteZ flag
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// TODO: +ROLLSPRITE implies +STICKTOPLANE?
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if(info.StickToPlane || info.RollSprite)
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{
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// Calculate vertical offset
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float floorz = floor.GetZ(Thing.Position);
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float ceilz = ceiling.GetZ(Thing.Position);
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if(!float.IsNaN(floorz) && !float.IsNaN(ceilz))
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{
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float voffset;
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if(info.Hangs)
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{
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float thingz = ceilz - Math.Max(0, Thing.Position.z) - Thing.Height;
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voffset = -0.01f - General.Clamp(thingz, 0, ceilz - floorz);
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}
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else
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{
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voffset = -0.01f - floorz - General.Clamp(Thing.Position.z, 0, ceilz - floorz);
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}
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// Apply it
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for(int i = 0; i < vertices.Length; i++)
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vertices[i].z = ceiling.GetZ(vertices[i].x + Thing.Position.x, vertices[i].y + Thing.Position.y) + voffset;
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}
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}
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break;
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default:
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if(info.RollSprite)
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{
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m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz);
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for(int i = 0; i < vertices.Length; i++)
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{
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Vector4 transformed = Vector3.Transform(new Vector3(vertices[i].x, vertices[i].y, vertices[i].z), m);
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vertices[i].x = transformed.X;
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vertices[i].y = transformed.Y;
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vertices[i].z = transformed.Z;
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}
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}
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break;
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}
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}
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// This updates the visual thing
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public virtual void Update()
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{
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// Do we need to update the geometry buffer?
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if(updategeo)
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{
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// Trash geometry buffer
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if(geobuffer != null) geobuffer.Dispose();
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geobuffer = null;
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// Any vertics?
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if(vertices.Length > 0)
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{
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// Make a new buffer
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geobuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * vertices.Length,
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Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
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// Fill the buffer
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DataStream bufferstream = geobuffer.Lock(0, WorldVertex.Stride * vertices.Length, LockFlags.Discard);
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bufferstream.WriteRange(vertices);
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geobuffer.Unlock();
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bufferstream.Dispose();
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}
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//mxd. Check if thing is light
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CheckLightState();
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// Done
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updategeo = false;
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}
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//mxd. Need to update thing cage?
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if(updatecage)
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{
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// Trash cage buffer
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if(cagebuffer != null) cagebuffer.Dispose();
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cagebuffer = null;
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// Make a new cage
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List<WorldVertex> cageverts;
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if(sizeless)
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{
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WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
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WorldVertex v1 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
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WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, position_v3.Z);
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WorldVertex v3 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, position_v3.Z);
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WorldVertex v4 = new WorldVertex(position_v3.X, position_v3.Y, thing.Size + position_v3.Z);
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WorldVertex v5 = new WorldVertex(position_v3.X, position_v3.Y, -thing.Size + position_v3.Z);
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cageverts = new List<WorldVertex>(new[] { v0, v1, v2, v3, v4, v5 });
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}
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else
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{
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float top = position_v3.Z + thing.Height;
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float bottom = position_v3.Z;
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WorldVertex v0 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
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WorldVertex v1 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
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WorldVertex v2 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, bottom);
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WorldVertex v3 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, bottom);
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WorldVertex v4 = new WorldVertex(-thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
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WorldVertex v5 = new WorldVertex(-thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
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WorldVertex v6 = new WorldVertex(thing.Size + position_v3.X, thing.Size + position_v3.Y, top);
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WorldVertex v7 = new WorldVertex(thing.Size + position_v3.X, -thing.Size + position_v3.Y, top);
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cageverts = new List<WorldVertex>(new[] { v0, v1,
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v1, v2,
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v2, v3,
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v3, v0,
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v4, v5,
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v5, v6,
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v6, v7,
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v7, v4,
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v0, v4,
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v1, v5,
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v2, v6,
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v3, v7 });
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}
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// Make new arrow
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if(Thing.IsDirectional)
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{
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Matrix transform = Matrix.Scaling(thing.Size, thing.Size, thing.Size)
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* (Matrix.RotationY(-Thing.RollRad) * Matrix.RotationX(-Thing.PitchRad) * Matrix.RotationZ(Thing.Angle))
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* (sizeless ? position : position * Matrix.Translation(0.0f, 0.0f, thingheight / 2f));
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WorldVertex a0 = new WorldVertex(Vector3D.Transform(0.0f, 0.0f, 0.0f, transform)); //start
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WorldVertex a1 = new WorldVertex(Vector3D.Transform(0.0f, -1.5f, 0.0f, transform)); //end
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WorldVertex a2 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, 0.2f, transform));
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WorldVertex a3 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, 0.2f, transform));
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WorldVertex a4 = new WorldVertex(Vector3D.Transform(0.2f, -1.1f, -0.2f, transform));
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WorldVertex a5 = new WorldVertex(Vector3D.Transform(-0.2f, -1.1f, -0.2f, transform));
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cageverts.AddRange(new[] { a0, a1,
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a1, a2,
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a1, a3,
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a1, a4,
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a1, a5 });
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}
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// Create buffer
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WorldVertex[] cv = cageverts.ToArray();
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cagelength = cv.Length / 2;
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cagebuffer = new VertexBuffer(General.Map.Graphics.Device, WorldVertex.Stride * cv.Length, Usage.WriteOnly | Usage.Dynamic, VertexFormat.None, Pool.Default);
|
|
cagebuffer.Lock(0, WorldVertex.Stride * cv.Length, LockFlags.None).WriteRange(cv);
|
|
cagebuffer.Unlock();
|
|
|
|
// Done
|
|
updatecage = false;
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
protected void CheckLightState()
|
|
{
|
|
//mxd. Check if thing is light
|
|
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
|
|
if(light_id != -1)
|
|
{
|
|
isGldefsLight = false;
|
|
lightInterval = -1;
|
|
UpdateLight(light_id);
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
//check if we have light from GLDEFS
|
|
else if(General.Map.Data.GldefsEntries.ContainsKey(thing.Type))
|
|
{
|
|
isGldefsLight = true;
|
|
UpdateGldefsLight();
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
else
|
|
{
|
|
UpdateBoundingBox((int)thing.Size, thingheight);
|
|
|
|
lightType = DynamicLightType.NONE;
|
|
lightRadius = -1;
|
|
lightPrimaryRadius = -1;
|
|
lightSecondaryRadius = -1;
|
|
lightRenderStyle = DynamicLightRenderStyle.NONE;
|
|
lightInterval = -1;
|
|
isGldefsLight = false;
|
|
}
|
|
}
|
|
|
|
//mxd. Used in ColorPicker to update light
|
|
public void UpdateLight()
|
|
{
|
|
int light_id = Array.IndexOf(GZBuilder.GZGeneral.GZ_LIGHTS, thing.Type);
|
|
if(light_id != -1)
|
|
{
|
|
UpdateLight(light_id);
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
}
|
|
|
|
//mxd. Update light info
|
|
private void UpdateLight(int lightId)
|
|
{
|
|
float scaled_intensity = 255.0f / General.Settings.GZDynamicLightIntensity;
|
|
|
|
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[2]) //if it's gzdoom light
|
|
{
|
|
int n;
|
|
if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[0])
|
|
{
|
|
n = 0;
|
|
lightRenderStyle = DynamicLightRenderStyle.NORMAL;
|
|
//lightColor.Alpha used in shader to perform some calculations based on light type
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
|
|
}
|
|
else if(lightId < GZBuilder.GZGeneral.GZ_LIGHT_TYPES[1])
|
|
{
|
|
n = 10;
|
|
lightRenderStyle = DynamicLightRenderStyle.ADDITIVE;
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
|
|
}
|
|
else
|
|
{
|
|
n = 20;
|
|
lightRenderStyle = DynamicLightRenderStyle.NEGATIVE;
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[0] / scaled_intensity, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity);
|
|
}
|
|
lightType = (DynamicLightType)(thing.Type - 9800 - n);
|
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
|
{
|
|
int scaler = 1;
|
|
if(thing.Sector != null) scaler = thing.Sector.Brightness / 4;
|
|
lightPrimaryRadius = (thing.Args[3] * scaler) * General.Settings.GZDynamicLightRadius;
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = (thing.Args[3] * 2) * General.Settings.GZDynamicLightRadius; //works... that.. way in GZDoom
|
|
if(lightType > 0) lightSecondaryRadius = (thing.Args[4] * 2) * General.Settings.GZDynamicLightRadius;
|
|
}
|
|
}
|
|
else //it's one of vavoom lights
|
|
{
|
|
lightRenderStyle = DynamicLightRenderStyle.VAVOOM;
|
|
lightType = (DynamicLightType)thing.Type;
|
|
if(lightType == DynamicLightType.VAVOOM_COLORED)
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, thing.Args[1] / scaled_intensity, thing.Args[2] / scaled_intensity, thing.Args[3] / scaled_intensity);
|
|
else
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity, General.Settings.GZDynamicLightIntensity);
|
|
lightPrimaryRadius = (thing.Args[0] * 8) * General.Settings.GZDynamicLightRadius;
|
|
}
|
|
|
|
UpdateLightRadius();
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateGldefsLight()
|
|
{
|
|
DynamicLightData light = General.Map.Data.GldefsEntries[thing.Type];
|
|
float intensity_mod = General.Settings.GZDynamicLightIntensity;
|
|
float scale_mod = General.Settings.GZDynamicLightRadius;
|
|
|
|
//apply settings
|
|
lightRenderStyle = light.Subtractive ? DynamicLightRenderStyle.NEGATIVE : DynamicLightRenderStyle.NORMAL;
|
|
lightColor = new Color4((float)lightRenderStyle / 100.0f, light.Color.Red * intensity_mod, light.Color.Green * intensity_mod, light.Color.Blue * intensity_mod);
|
|
Vector2D o = new Vector2D(light.Offset.X, light.Offset.Y).GetRotated(thing.Angle - Angle2D.PIHALF);
|
|
lightOffset = new Vector3(o.x, o.y, light.Offset.Z);
|
|
lightType = light.Type;
|
|
|
|
if(lightType == DynamicLightType.SECTOR)
|
|
{
|
|
lightPrimaryRadius = light.Interval * thing.Sector.Brightness / 5.0f;
|
|
}
|
|
else
|
|
{
|
|
lightPrimaryRadius = light.PrimaryRadius * scale_mod;
|
|
lightSecondaryRadius = light.SecondaryRadius * scale_mod;
|
|
}
|
|
|
|
lightInterval = light.Interval;
|
|
UpdateLightRadius(lightInterval);
|
|
}
|
|
|
|
//mxd
|
|
public void UpdateLightRadius()
|
|
{
|
|
UpdateLightRadius( (lightInterval != -1 ? lightInterval : thing.AngleDoom) );
|
|
}
|
|
|
|
//mxd
|
|
private void UpdateLightRadius(int interval)
|
|
{
|
|
if(lightType == DynamicLightType.NONE)
|
|
{
|
|
General.ErrorLogger.Add(ErrorType.Error, "Please check that thing is light before accessing it's PositionAndRadius! You can use lightType, which is -1 if thing isn't light");
|
|
return;
|
|
}
|
|
|
|
if(General.Settings.GZDrawLightsMode == LightRenderMode.ALL || Array.IndexOf(GZBuilder.GZGeneral.GZ_ANIMATED_LIGHT_TYPES, lightType) == -1)
|
|
{
|
|
lightRadius = lightPrimaryRadius;
|
|
return;
|
|
}
|
|
|
|
if(interval == 0)
|
|
{
|
|
lightRadius = 0;
|
|
return;
|
|
}
|
|
|
|
float time = Clock.CurrentTime;
|
|
float rMin = Math.Min(lightPrimaryRadius, lightSecondaryRadius);
|
|
float rMax = Math.Max(lightPrimaryRadius, lightSecondaryRadius);
|
|
float diff = rMax - rMin;
|
|
|
|
switch(lightType)
|
|
{
|
|
case DynamicLightType.PULSE:
|
|
lightDelta = ((float)Math.Sin(time / (interval * 4.0f)) + 1.0f) / 2.0f; //just playing by the eye here... in [0.0 ... 1.0] interval
|
|
lightRadius = rMin + diff * lightDelta;
|
|
break;
|
|
|
|
case DynamicLightType.FLICKER:
|
|
float fdelta = (float)Math.Sin(time / 0.1f); //just playing by the eye here...
|
|
if(Math.Sign(fdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightDelta = fdelta;
|
|
lightRadius = (General.Random(0, 359) < interval ? rMax : rMin);
|
|
}
|
|
break;
|
|
|
|
case DynamicLightType.RANDOM:
|
|
float rdelta = (float)Math.Sin(time / (interval * 9.0f)); //just playing by the eye here...
|
|
if(Math.Sign(rdelta) != Math.Sign(lightDelta))
|
|
{
|
|
lightRadius = rMin + (General.Random(0, (int) (diff * 10))) / 10.0f;
|
|
}
|
|
lightDelta = rdelta;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//mxd. update bounding box
|
|
public void UpdateBoundingBox()
|
|
{
|
|
if(lightType != DynamicLightType.NONE && lightRadius > thing.Size)
|
|
UpdateBoundingBox(lightRadius, lightRadius * 2);
|
|
}
|
|
|
|
private void UpdateBoundingBox(float width, float height)
|
|
{
|
|
boundingBox = new Vector3D[9];
|
|
boundingBox[0] = CenterV3D;
|
|
float h2 = height / 2.0f;
|
|
|
|
boundingBox[1] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[2] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z - h2);
|
|
boundingBox[3] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z - h2);
|
|
boundingBox[4] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z - h2);
|
|
|
|
boundingBox[5] = new Vector3D(position_v3.X - width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[6] = new Vector3D(position_v3.X + width, position_v3.Y - width, Center.Z + h2);
|
|
boundingBox[7] = new Vector3D(position_v3.X - width, position_v3.Y + width, Center.Z + h2);
|
|
boundingBox[8] = new Vector3D(position_v3.X + width, position_v3.Y + width, Center.Z + h2);
|
|
}
|
|
|
|
/// <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 false;
|
|
}
|
|
|
|
/// <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 false;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|