UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/EffectSRB2ThingVertexSlope.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class EffectSRB2ThingVertexSlope : SectorEffect
{
// Thing used to create this effect
private List<Thing> things;
// Floor or ceiling?
private bool slopefloor;
// Constructor
public EffectSRB2ThingVertexSlope(SectorData data, List<Thing> sourcethings, bool floor) : base(data)
{
things = sourcethings;
slopefloor = floor;
// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(true);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
Vector3D[] verts = new Vector3D[3];
int index = 0;
foreach (Thing t in things)
{
ThingData td = data.Mode.GetThingData(t);
td.AddUpdateSector(data.Sector, true);
verts[index] = t.Position;
if (t.Args[0] == 0)
{
t.DetermineSector(data.Mode.BlockMap);
if (t.Sector != null) verts[index].z += t.Sector.FloorHeight;
}
index++;
if (index > 2) break; //Only the first three vertices are used
}
// Make new plane
if (slopefloor)
data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true);
else
data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false);
}
}
}