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

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using System;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class EffectThingSlope : SectorEffect
{
// Thing used to create this effect
// The thing is in the sector that must receive the slope
private Thing thing;
// Constructor
public EffectThingSlope(SectorData data, Thing sourcething) : base(data)
{
thing = sourcething;
// 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()
{
ThingData td = data.Mode.GetThingData(thing);
Thing t = thing;
// Floor slope thing
if (t.Type == 9502)
{
t.DetermineSector(data.Mode.BlockMap);
if (t.Sector != null)
{
//mxd. Vertex zheight overrides this effect
if (General.Map.UDMF && t.Sector.Sidedefs.Count == 3) {
foreach(Sidedef side in t.Sector.Sidedefs) {
if(!float.IsNaN(side.Line.Start.ZFloor) || !float.IsNaN(side.Line.End.ZFloor))
return;
}
}
float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
float vangle = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180)); //mxd. Don't underestimate user stupidity (or curiosity)!
Vector2D point = new Vector2D(t.Position.x + (float)Math.Cos(angle) * (float)Math.Sin(vangle), t.Position.y + (float)Math.Sin(angle) * (float)Math.Sin(vangle));
Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();
Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
Vector3D v2 = new Vector3D(
point.x + perpendicular.x,
point.y + perpendicular.y,
t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle)
);
Vector3D v3 = new Vector3D(
point.x - perpendicular.x,
point.y - perpendicular.y,
t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle)
);
SectorData sd = data.Mode.GetSectorData(t.Sector);
sd.AddUpdateSector(data.Sector, true);
if (!sd.Updated) sd.Update();
td.AddUpdateSector(t.Sector, true);
sd.Floor.plane = new Plane(v1, v2, v3, true);
}
}
// Ceiling slope thing
else if (t.Type == 9503)
{
t.DetermineSector(data.Mode.BlockMap);
if (t.Sector != null)
{
//mxd. Vertex zheight overrides this effect
if(General.Map.UDMF && t.Sector.Sidedefs.Count == 3) {
foreach(Sidedef side in t.Sector.Sidedefs) {
if(!float.IsNaN(side.Line.Start.ZCeiling) || !float.IsNaN(side.Line.End.ZCeiling))
return;
}
}
float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
float vangle = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180)); //mxd. Don't underestimate user stupidity (or curiosity)!
Vector2D point = new Vector2D(t.Position.x + (float)Math.Cos(angle) * (float)Math.Sin(vangle), t.Position.y + (float)Math.Sin(angle) * (float)Math.Sin(vangle));
Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();
Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);
Vector3D v2 = new Vector3D(
point.x + perpendicular.x,
point.y + perpendicular.y,
t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
);
Vector3D v3 = new Vector3D(
point.x - perpendicular.x,
point.y - perpendicular.y,
t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
);
SectorData sd = data.Mode.GetSectorData(t.Sector);
sd.AddUpdateSector(data.Sector, true);
if (!sd.Updated) sd.Update();
td.AddUpdateSector(t.Sector, true);
sd.Ceiling.plane = new Plane(v1, v2, v3, false);
}
}
}
}
}