mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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280 lines
7.6 KiB
C#
280 lines
7.6 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 System.Drawing;
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using System.ComponentModel;
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using CodeImp.DoomBuilder.Map;
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using SlimDX.Direct3D9;
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using SlimDX;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.Editing;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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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, IComparable<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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// Thing
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private Thing thing;
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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 bool updategeo;
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private int triangles;
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// Rendering
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private int renderpass;
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private Matrix orientation;
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private Matrix position;
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private Matrix cagescales;
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private bool billboard;
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private Vector2D pos2d;
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private float cameradistance;
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private int cagecolor;
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// Disposing
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private bool isdisposed = false;
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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 bool NeedsUpdateGeo { get { return updategeo; } }
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internal int Triangles { get { return triangles; } }
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internal int RenderPassInt { get { return renderpass; } }
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internal Matrix Orientation { get { return orientation; } }
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internal Matrix Position { get { return position; } }
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internal Matrix CageScales { get { return cagescales; } }
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internal int CageColor { get { return cagecolor; } }
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/// <summary>
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/// Set to True to use billboarding for this thing. When using billboarding,
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/// the geometry will be rotated on the XY plane to face the camera.
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/// </summary>
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public bool Billboard { get { return billboard; } set { billboard = value; } }
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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 Solid.
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/// </summary>
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public RenderPass RenderPass { get { return (RenderPass)renderpass; } set { renderpass = (int)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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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public 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 = (int)RenderPass.Mask;
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this.billboard = true;
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this.orientation = Matrix.Identity;
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this.position = Matrix.Identity;
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this.cagescales = Matrix.Identity;
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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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// 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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// This sets the distance from the camera
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internal void CalculateCameraDistance(Vector2D campos)
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{
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cameradistance = Vector2D.DistanceSq(pos2d, campos);
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}
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// This is called before a device is reset
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// (when resized or display adapter was changed)
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public void UnloadResource()
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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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updategeo = true;
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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 size of the cage around the thing geometry.
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/// </summary>
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public void SetCageSize(float radius, float height)
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{
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cagescales = Matrix.Scaling(radius, radius, height);
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}
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/// <summary>
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/// Sets the color of the cage around the thing geometry.
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/// </summary>
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public void SetCageColor(PixelColor color)
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{
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cagecolor = color.ToInt();
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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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pos2d = new Vector2D(pos);
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position = Matrix.Translation(D3DDevice.V3(pos));
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}
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/// <summary>
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/// This sets the orientation to use for the thing geometry. When using this, you may want to turn off billboarding.
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/// </summary>
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public void SetOrientation(Vector3D angles)
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{
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orientation = Matrix.RotationYawPitchRoll(angles.z, angles.y, angles.x);
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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)
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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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}
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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<WorldVertex>(vertices);
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geobuffer.Unlock();
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bufferstream.Dispose();
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}
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// Done
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updategeo = false;
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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 false;
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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 float u_ray)
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{
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return false;
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}
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/// <summary>
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/// This sorts things by distance from the camera. Farthest first.
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/// </summary>
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public int CompareTo(VisualThing other)
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{
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return Math.Sign(other.cameradistance - this.cameradistance);
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}
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#endregion
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}
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}
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