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

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
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{
internal class EffectLineSlope : SectorEffect
{
// Linedef that is used to create this effect
private readonly Linedef l;
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// Constructor
public EffectLineSlope(SectorData data, Linedef sourcelinedef) : base(data)
{
l = sourcelinedef;
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// 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);
}
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}
// This makes sure we are updated with the source linedef information
public override void Update()
{
if(l.Front == null || l.Back == null) return; //mxd
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// Find the vertex furthest from the line
Vertex foundv = null;
float founddist = -1.0f;
foreach(Sidedef sd in data.Sector.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
float d = l.DistanceToSq(v.Position, false);
if(d > founddist)
{
foundv = v;
founddist = d;
}
}
// Align floor with back of line
if((l.Args[0] == 1) && (l.Front.Sector == data.Sector))
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{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.FloorHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.FloorHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight);
if(l.SideOfLine(v3) < 0.0f)
data.Floor.plane = new Plane(v1, v2, v3, true);
else
data.Floor.plane = new Plane(v2, v1, v3, true);
SectorData sd = data.Mode.GetSectorData(l.Back.Sector);
sd.AddUpdateSector(data.Sector, true);
}
// Align floor with front of line
else if((l.Args[0] == 2) && (l.Back.Sector == data.Sector))
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{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.FloorHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.FloorHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight);
if(l.SideOfLine(v3) < 0.0f)
data.Floor.plane = new Plane(v1, v2, v3, true);
else
data.Floor.plane = new Plane(v2, v1, v3, true);
SectorData sd = data.Mode.GetSectorData(l.Front.Sector);
sd.AddUpdateSector(data.Sector, true);
}
// Align ceiling with back of line
if((l.Args[1] == 1) && (l.Front.Sector == data.Sector))
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{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.CeilHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.CeilHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight);
if(l.SideOfLine(v3) > 0.0f)
data.Ceiling.plane = new Plane(v1, v2, v3, false);
else
data.Ceiling.plane = new Plane(v2, v1, v3, false);
SectorData sd = data.Mode.GetSectorData(l.Back.Sector);
sd.AddUpdateSector(data.Sector, true);
}
// Align ceiling with front of line
else if((l.Args[1] == 2) && (l.Back.Sector == data.Sector))
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{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.CeilHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.CeilHeight);
Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight);
if(l.SideOfLine(v3) > 0.0f)
data.Ceiling.plane = new Plane(v1, v2, v3, false);
else
data.Ceiling.plane = new Plane(v2, v1, v3, false);
SectorData sd = data.Mode.GetSectorData(l.Front.Sector);
sd.AddUpdateSector(data.Sector, true);
}
}
}
}