mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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179 lines
5 KiB
C#
179 lines
5 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 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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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class VisualMiddleSingle : BaseVisualGeometry
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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 float top;
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private float bottom;
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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 VisualMiddleSingle(Sidedef s) : base(s)
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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 geometry. Returns false when no geometry created.
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public bool Setup()
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{
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// Calculate size of this wall part
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float geotop = (float)Sidedef.Sector.CeilHeight;
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float geobottom = (float)Sidedef.Sector.FloorHeight;
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float geoheight = geotop - geobottom;
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if(geoheight > 0.001f)
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{
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Vector2D t1 = new Vector2D();
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Vector2D t2 = new Vector2D();
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// Texture given?
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if((Sidedef.MiddleTexture.Length > 0) && (Sidedef.MiddleTexture[0] != '-'))
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{
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// Load texture
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base.Texture = General.Map.Data.GetTextureImage(Sidedef.LongMiddleTexture);
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if(base.Texture == null) base.Texture = General.Map.Data.MissingTexture3D;
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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}
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// Get texture scaled size
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Vector2D tsz = new Vector2D(base.Texture.ScaledWidth, base.Texture.ScaledHeight);
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// Determine texture coordinates
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// See http://doom.wikia.com/wiki/Texture_alignment
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// We just use pixels for coordinates for now
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if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
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{
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// When lower unpegged is set, the middle texture is bound to the bottom
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t1.y = tsz.y - geoheight;
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}
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t2.x = t1.x + Sidedef.Line.Length;
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t2.y = t1.y + geoheight;
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// Apply texture offset
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t1 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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t2 += new Vector2D(Sidedef.OffsetX, Sidedef.OffsetY);
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// Transform pixel coordinates to texture coordinates
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t1 /= tsz;
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t2 /= tsz;
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// Get world coordinates for geometry
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Vector2D v1, v2;
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if(Sidedef.IsFront)
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{
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v1 = Sidedef.Line.Start.Position;
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v2 = Sidedef.Line.End.Position;
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}
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else
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{
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v1 = Sidedef.Line.End.Position;
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v2 = Sidedef.Line.Start.Position;
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}
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// Use sector brightness for color shading
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PixelColor pc = new PixelColor(255, unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness),
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unchecked((byte)Sidedef.Sector.Brightness));
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// Make vertices
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WorldVertex[] verts = new WorldVertex[6];
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verts[0] = new WorldVertex(v1.x, v1.y, geobottom, pc.ToInt(), t1.x, t2.y);
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verts[1] = new WorldVertex(v1.x, v1.y, geotop, pc.ToInt(), t1.x, t1.y);
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verts[2] = new WorldVertex(v2.x, v2.y, geotop, pc.ToInt(), t2.x, t1.y);
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verts[3] = verts[0];
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verts[4] = verts[2];
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verts[5] = new WorldVertex(v2.x, v2.y, geobottom, pc.ToInt(), t2.x, t2.y);
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// Keep properties
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this.top = geotop;
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this.bottom = geobottom;
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// Apply vertices
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base.SetVertices(verts);
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return true;
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}
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else
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{
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// No geometry for invisible wall
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return false;
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}
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}
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#endregion
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#region ================== Methods
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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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// Check if intersection point is between top and bottom
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return (pickintersect.z >= bottom) && (pickintersect.z <= top);
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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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// The fast reject pass is already as accurate as it gets,
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// so we just return the intersection distance here
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u_ray = pickrayu;
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return true;
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}
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#endregion
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}
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}
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