UltimateZoneBuilder/Source/Plugins/3DFloorMode/MergePoint.cs

79 lines
2.1 KiB
C#
Raw Normal View History

#region ================== Copyright (c) 2014 Boris Iwanski
/*
* Copyright (c) 2014 Boris Iwanski
* 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
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
namespace CodeImp.DoomBuilder.ThreeDFloorMode
{
public class MergePoint
{
private Vector2D position;
private int floorheight;
private int ceilingheight;
private string floortexture;
private string ceilingtexture;
private List<ThreeDFloor> threedfloors;
public Vector2D Position { get { return position; } set { position = value; } }
public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
public int CeilingHeight { get { return ceilingheight; } set { ceilingheight = value; } }
public string FloorTexture { get { return floortexture; } set { floortexture = value; } }
public string CeilingTexture { get { return ceilingtexture; } set { ceilingtexture = value; } }
public List<ThreeDFloor> ThreeDFloors { get { return threedfloors; } }
public MergePoint(Vector2D position)
{
this.position = position;
threedfloors = new List<ThreeDFloor>();
}
public void Update()
{
List<Sector> sectors = new List<Sector>();
foreach (Sector s in General.Map.Map.Sectors)
{
if (s.Intersect(position))
sectors.Add(s);
}
if (sectors.Count == 0)
return;
floorheight = sectors[0].FloorHeight;
ceilingheight = sectors[0].CeilHeight;
floortexture = sectors[0].FloorTexture;
ceilingtexture = sectors[0].CeilTexture;
foreach (Sector s in sectors)
{
if (s.FloorHeight < floorheight)
{
floorheight = s.FloorHeight;
floortexture = s.FloorTexture;
}
if (s.CeilHeight > ceilingheight)
{
ceilingheight = s.CeilHeight;
ceilingtexture = s.CeilTexture;
}
}
}
}
}