UltimateZoneBuilder/Source/BuilderModes/VisualModes/VisualMiddleSingle.cs

179 lines
5 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.Windows.Forms;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.ComponentModel;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Geometry;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Data;
using CodeImp.DoomBuilder.Editing;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class VisualMiddleSingle : BaseVisualGeometry
{
#region ================== Constants
#endregion
#region ================== Variables
private float top;
private float bottom;
#endregion
#region ================== Properties
#endregion
#region ================== Constructor / Setup
// Constructor
public VisualMiddleSingle(Sidedef s) : base(s)
{
// We have no destructor
GC.SuppressFinalize(this);
}
// This builds the geometry. Returns false when no geometry created.
public bool Setup()
{
// Calculate size of this wall part
float geotop = (float)Sidedef.Sector.CeilHeight;
float geobottom = (float)Sidedef.Sector.FloorHeight;
float geoheight = geotop - geobottom;
if(geoheight > 0.001f)
{
Vector2D t1 = new Vector2D();
Vector2D t2 = new Vector2D();
// Texture given?
if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
{
// Load texture
base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D;
}
else
{
// Use missing texture
base.Texture = General.Map.Data.MissingTexture3D;
}
// Get texture scaled size
Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
// Determine texture coordinates
// See http://doom.wikia.com/wiki/Texture_alignment
// We just use pixels for coordinates for now
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
{
// When lower unpegged is set, the middle texture is bound to the bottom
t1.y = tsz.y - geoheight;
}
t2.x = t1.x + Sidedef.Line.Length;
t2.y = t1.y + geoheight;
// Apply texture offset
t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
// Transform pixel coordinates to texture coordinates
t1 /= tsz;
t2 /= tsz;
// Get world coordinates for geometry
Vector2D v1, v2;
if(Sidedef.IsFront)
{
v1 = Sidedef.Line.Start.Position;
v2 = Sidedef.Line.End.Position;
}
else
{
v1 = Sidedef.Line.End.Position;
v2 = Sidedef.Line.Start.Position;
}
// Use sector brightness for color shading
PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
unchecked((byte)Sidedef.Sector.Brightness),
unchecked((byte)Sidedef.Sector.Brightness));
// Make vertices
WorldVertex[] verts = new WorldVertex[6];
verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), t1.x, t2.y);
verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), t1.x, t1.y);
verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), t2.x, t1.y);
verts[3] = verts[0];
verts[4] = verts[2];
verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), t2.x, t2.y);
// Keep properties
this.top = geotop;
this.bottom = geobottom;
// Apply vertices
base.SetVertices(verts);
return true;
}
else
{
// No geometry for invisible wall
return false;
}
}
#endregion
#region ================== Methods
// This performs a fast test in object picking
public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
{
// Check if intersection point is between top and bottom
return (pickintersect.z >= bottom) && (pickintersect.z <= top);
}
// This performs an accurate test for object picking
public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
{
// The fast reject pass is already as accurate as it gets,
// so we just return the intersection distance here
u_ray = pickrayu;
return true;
}
#endregion
}
}