mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 04:12:12 +00:00
Added, Visual mode: added support for FLATSPRITE, ROLLSPRITE, WALLSPRITE and DONTFLIP sprite rendering flags. Removed the older GLOOME-specific implementation.
Changed, "Align Things to Nearest Linedef" action: the action can now also align things with FLATSPRITE and WALLSPRITE flags (previously only things with attached models were aligned). Changed, "Align Things to Nearest Linedef" action: the action can now align things to the middle part of double-sided linedef, if it has a middle texture assigned.
This commit is contained in:
parent
7ab0a86a92
commit
04de976acf
13 changed files with 161 additions and 108 deletions
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@ -705,7 +705,7 @@
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<Compile Include="Actions\HintsManager.cs" />
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<Compile Include="Config\AllTexturesSet.cs" />
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<Compile Include="Config\FlagTranslation.cs" />
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<Compile Include="Config\ModelAndLightRenderModes.cs" />
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<Compile Include="Config\RenderModeEnums.cs" />
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<Compile Include="Config\PasteOptions.cs" />
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<Compile Include="Config\ScriptDocumentSettings.cs" />
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<Compile Include="Config\SectorEffectData.cs" />
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@ -14,4 +14,12 @@
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ALL,
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ALL_ANIMATED,
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}
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public enum ThingRenderMode
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{
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NORMAL,
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MODEL,
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WALLSPRITE,
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FLATSPRITE,
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}
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}
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@ -85,10 +85,10 @@ namespace CodeImp.DoomBuilder.Config
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private bool obsolete; //mxd
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private string obsoletemessage; //mxd
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//mxd. GLOOME rendering settings
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private Thing.SpriteRenderMode rendermode;
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//mxd. GZDoom rendering properties
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private ThingRenderMode rendermode;
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private bool rollsprite;
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private bool sticktoplane;
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private bool dontflip;
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#endregion
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@ -125,10 +125,10 @@ namespace CodeImp.DoomBuilder.Config
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public string ClassName { get { return classname; } } //mxd. Need this to add model overrides for things defined in configs
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public string LightName { get { return lightname; } } //mxd
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//mxd. GLOOME rendering flags
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public Thing.SpriteRenderMode RenderMode { get { return rendermode; } }
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//mxd. GZDoom rendering properties
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public ThingRenderMode RenderMode { get { return rendermode; } }
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public bool RollSprite { get { return rollsprite; } }
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public bool StickToPlane { get { return sticktoplane; } }
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public bool DontFlip { get { return dontflip; } }
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#endregion
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@ -391,9 +391,9 @@ namespace CodeImp.DoomBuilder.Config
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this.xybillboard = other.xybillboard; //mxd
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this.spritescale = new SizeF(other.spritescale.Width, other.spritescale.Height);
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//mxd. Copy GLOOME properties
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//mxd. Copy GZDoom rendering properties
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this.rendermode = other.rendermode;
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this.sticktoplane = other.sticktoplane;
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this.dontflip = other.dontflip;
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this.rollsprite = other.rollsprite;
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// We have no destructor
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@ -527,13 +527,22 @@ namespace CodeImp.DoomBuilder.Config
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blocking = actor.GetFlagValue("solid", (blocking != 0)) ? blockvalue : 0;
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xybillboard = actor.GetFlagValue("forcexybillboard", false); //mxd
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//mxd. GLOOME rendering flags. ORDER: WALLSPRITE -> FLOORSPRITE || CEILSPRITE
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//mxd. GZDoom rendering flags
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rollsprite = actor.GetFlagValue("rollsprite", false);
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if(actor.GetFlagValue("wallsprite", false)) rendermode = Thing.SpriteRenderMode.WALL_SPRITE;
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else if(actor.GetFlagValue("floorsprite", false)) rendermode = Thing.SpriteRenderMode.FLOOR_SPRITE;
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else if(actor.GetFlagValue("ceilsprite", false)) rendermode = Thing.SpriteRenderMode.CEILING_SPRITE;
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if(rendermode == Thing.SpriteRenderMode.FLOOR_SPRITE || rendermode == Thing.SpriteRenderMode.CEILING_SPRITE)
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sticktoplane = actor.GetFlagValue("sticktoplane", false); // Works only for Floor/Ceil sprites
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if(actor.GetFlagValue("wallsprite", false)) rendermode = ThingRenderMode.WALLSPRITE;
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if(actor.GetFlagValue("flatsprite", false))
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{
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// WALLSPRITE + FLATSPRITE = HORRIBLE GLITCHES in GZDoom
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if(rendermode == ThingRenderMode.WALLSPRITE)
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{
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General.ErrorLogger.Add(ErrorType.Error, "Error in actor \"" + title + "\":" + index + ". WALLSPRITE and FLATSPRITE flags can not be combined");
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}
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else
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{
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rendermode = ThingRenderMode.FLATSPRITE;
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dontflip = actor.GetFlagValue("dontflip", false);
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}
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}
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//mxd
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if(blocking > THING_BLOCKING_NONE) errorcheck = THING_ERROR_INSIDE_STUCK;
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@ -2052,7 +2052,8 @@ namespace CodeImp.DoomBuilder.Geometry
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if(side < 0)
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{
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//got any walls to align to?
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if(CanAlignThingTo(t, l.Front.Sector, l.Back.Sector))
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if((l.Front.LongMiddleTexture != MapSet.EmptyLongName && CanAlignThingTo(t, l.Front.Sector))
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|| CanAlignThingTo(t, l.Front.Sector, l.Back.Sector))
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{
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AlignThingToLine(t, l, true);
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return true;
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@ -2063,7 +2064,8 @@ namespace CodeImp.DoomBuilder.Geometry
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//thing is on back side of the line
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//got any walls to align to?
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if(CanAlignThingTo(t, l.Back.Sector, l.Front.Sector))
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if((l.Back.LongMiddleTexture != MapSet.EmptyLongName && CanAlignThingTo(t, l.Back.Sector))
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|| CanAlignThingTo(t, l.Back.Sector, l.Front.Sector))
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{
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AlignThingToLine(t, l, false);
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return true;
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@ -36,18 +36,10 @@ namespace CodeImp.DoomBuilder.Map
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#region ================== Constants
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public const int NUM_ARGS = 5;
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#endregion
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#region ================== Enums
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public enum SpriteRenderMode
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public static HashSet<ThingRenderMode> AlignableRenderModes = new HashSet<ThingRenderMode>
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{
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NORMAL,
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WALL_SPRITE,
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FLOOR_SPRITE,
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CEILING_SPRITE
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}
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ThingRenderMode.FLATSPRITE, ThingRenderMode.WALLSPRITE, ThingRenderMode.MODEL
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};
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#endregion
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@ -78,10 +70,10 @@ namespace CodeImp.DoomBuilder.Map
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private int roll; //mxd. Used in model rendering
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private float pitchrad; //mxd
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private float rollrad; //mxd
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private bool ismodel; //mxd
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private bool highlighted; //mxd
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//mxd. GLOOME rendering settings
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//mxd. GZDoom rendering properties
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private ThingRenderMode rendermode;
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private bool rollsprite; //mxd
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// Configuration
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@ -116,7 +108,7 @@ namespace CodeImp.DoomBuilder.Map
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public bool FixedSize { get { return fixedsize; } }
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public int Tag { get { return tag; } set { BeforePropsChange(); tag = value; if((tag < General.Map.FormatInterface.MinTag) || (tag > General.Map.FormatInterface.MaxTag)) throw new ArgumentOutOfRangeException("Tag", "Invalid tag number"); } }
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public Sector Sector { get { return sector; } }
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public bool IsModel { get { return ismodel; } } //mxd
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public ThingRenderMode RenderMode { get { return rendermode; } } //mxd
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public bool IsDirectional { get { return directional; } } //mxd
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public bool Highlighted { get { return highlighted; } set { highlighted = value; } } //mxd
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@ -250,7 +242,7 @@ namespace CodeImp.DoomBuilder.Map
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t.color = color;
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t.directional = directional;
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t.fixedsize = fixedsize;
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t.ismodel = ismodel; //mxd
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t.rendermode = rendermode; //mxd
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t.rollsprite = rollsprite; //mxd
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base.CopyPropertiesTo(t);
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BeforePropsChange();
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pitch = General.ClampAngle(newpitch);
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pitchrad = ((ismodel && General.Map.Data.ModeldefEntries[type].InheritActorPitch) ? Angle2D.DegToRad(pitch) : 0);
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pitchrad = ((rendermode == ThingRenderMode.FLATSPRITE || (rendermode == ThingRenderMode.MODEL && General.Map.Data.ModeldefEntries[type].InheritActorPitch))
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? Angle2D.DegToRad(pitch) : 0);
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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BeforePropsChange();
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roll = General.ClampAngle(newroll);
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rollrad = ( (rollsprite || (ismodel && General.Map.Data.ModeldefEntries[type].InheritActorRoll)) ? Angle2D.DegToRad(roll) : 0);
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rollrad = ((rollsprite || (rendermode == ThingRenderMode.MODEL && General.Map.Data.ModeldefEntries[type].InheritActorRoll))
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? Angle2D.DegToRad(roll) : 0);
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if(type != General.Map.Config.Start3DModeThingType)
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General.Map.IsChanged = true;
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@ -539,37 +533,49 @@ namespace CodeImp.DoomBuilder.Map
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}
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directional = ti.Arrow; //mxd
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rendermode = ti.RenderMode; //mxd
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rollsprite = ti.RollSprite; //mxd
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UpdateCache(); //mxd
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}
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//mxd. This checks if the thing has model override
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//mxd. This checks if the thing has model override and whether pitch/roll values should be used
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internal void UpdateCache()
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{
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if(General.Map.Data == null)
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if(General.Map.Data == null) return;
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// Check if the thing has model override
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if(General.Map.Data.ModeldefEntries.ContainsKey(type))
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{
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ismodel = false;
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return;
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if(General.Map.Data.ModeldefEntries[type].LoadState == ModelLoadState.None)
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{
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if(General.Map.Data.ProcessModel(type)) rendermode = ThingRenderMode.MODEL;
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}
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else
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{
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rendermode = ThingRenderMode.MODEL;
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}
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}
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ismodel = General.Map.Data.ModeldefEntries.ContainsKey(type);
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if(ismodel && General.Map.Data.ModeldefEntries[type].LoadState == ModelLoadState.None)
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ismodel = General.Map.Data.ProcessModel(type);
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// Update radian versions of pitch and roll
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switch(rendermode)
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{
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case ThingRenderMode.MODEL:
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rollrad = (General.Map.Data.ModeldefEntries[type].InheritActorRoll ? Angle2D.DegToRad(roll) : 0);
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pitchrad = (General.Map.Data.ModeldefEntries[type].InheritActorPitch ? Angle2D.DegToRad(pitch) : 0);
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break;
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if(ismodel)
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{
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rollrad = (General.Map.Data.ModeldefEntries[type].InheritActorRoll ? Angle2D.DegToRad(roll) : 0);
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pitchrad = (General.Map.Data.ModeldefEntries[type].InheritActorPitch ? Angle2D.DegToRad(pitch) : 0);
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}
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else if(rollsprite)
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{
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rollrad = Angle2D.DegToRad(roll);
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pitchrad = 0;
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}
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else
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{
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rollrad = 0;
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pitchrad = 0;
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case ThingRenderMode.FLATSPRITE:
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rollrad = (rollsprite ? Angle2D.DegToRad(roll) : 0);
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pitchrad = Angle2D.DegToRad(pitch);
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break;
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case ThingRenderMode.WALLSPRITE:
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case ThingRenderMode.NORMAL:
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rollrad = (rollsprite ? Angle2D.DegToRad(roll) : 0);
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pitchrad = 0;
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break;
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default: throw new NotImplementedException("Unknown ThingRenderMode");
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}
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}
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// This checks and returns a flag without creating it
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public bool IsFlagSet(string flagname)
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{
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if(flags.ContainsKey(flagname))
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return flags[flagname];
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else
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return false;
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return flags.ContainsKey(flagname) && flags[flagname];
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}
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// This sets a flag
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@ -1174,8 +1174,8 @@ namespace CodeImp.DoomBuilder.Rendering
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//mxd. Highlighted thing should be rendered separately
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if(!fixedcolor && t.Highlighted) continue;
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//collect models
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if(t.IsModel)
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// Collect models
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if(t.RenderMode == ThingRenderMode.MODEL)
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{
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if(!modelsByType.ContainsKey(t.Type)) modelsByType.Add(t.Type, new List<Thing>());
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modelsByType[t.Type].Add(t);
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@ -1233,7 +1233,7 @@ namespace CodeImp.DoomBuilder.Rendering
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foreach(KeyValuePair<int, List<Thing>> group in thingsByType)
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{
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// Skip when all things of this type will be rendered as models
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if(group.Value[0].IsModel && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
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if(group.Value[0].RenderMode == ThingRenderMode.MODEL && (General.Settings.GZDrawModelsMode == ModelRenderMode.ALL)) continue;
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// Find thing information
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ThingTypeInfo info = General.Map.Data.GetThingInfo(group.Key);
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@ -1285,7 +1285,7 @@ namespace CodeImp.DoomBuilder.Rendering
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foreach(Thing t in framegroup.Value)
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{
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if(t.IsModel && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f)))
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if(t.RenderMode == ThingRenderMode.MODEL && ((General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected) || (General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER && alpha == 1.0f)))
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continue;
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bool forcespriterendering;
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@ -1238,29 +1238,37 @@ namespace CodeImp.DoomBuilder.Rendering
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//mxd
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private Matrix CreateThingPositionMatrix(VisualThing t)
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{
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//mxd. Create the matrix for positioning
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if(t.Info.RenderMode == Thing.SpriteRenderMode.NORMAL) // Apply billboarding?
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// Create the matrix for positioning
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switch(t.Thing.RenderMode)
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{
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if(t.Info.XYBillboard)
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{
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return Matrix.Translation(0f, 0f, -t.LocalCenterZ)
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* Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ)
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* Matrix.Translation(0f, 0f, t.LocalCenterZ)
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* billboard
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* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
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* t.Position;
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}
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else
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{
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return billboard
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case ThingRenderMode.NORMAL:
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if(t.Info.XYBillboard) // Apply billboarding?
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{
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return Matrix.Translation(0f, 0f, -t.LocalCenterZ)
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* Matrix.RotationX(Angle2D.PI - General.Map.VisualCamera.AngleZ)
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* Matrix.Translation(0f, 0f, t.LocalCenterZ)
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* billboard
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* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
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* t.Position;
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}
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}
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else
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{
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return Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
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* t.Position;
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}
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else
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{
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return billboard
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* Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY)
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* t.Position;
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}
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case ThingRenderMode.FLATSPRITE:
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// Apply DontFlip flag?
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float sx = ((t.Info.DontFlip && Angle2D.Normalized((General.Map.VisualCamera.Position - t.Thing.Position).GetAngleXY() - t.Thing.Angle + Angle2D.PIHALF) > Angle2D.PI) ? -1 : 1)
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* t.Thing.ScaleX;
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return Matrix.Scaling(sx, sx, t.Thing.ScaleY) * t.Position;
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case ThingRenderMode.WALLSPRITE:
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case ThingRenderMode.MODEL:
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return Matrix.Scaling(t.Thing.ScaleX, t.Thing.ScaleX, t.Thing.ScaleY) * t.Position;
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default: throw new NotImplementedException("Unknown ThingRenderMode");
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}
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}
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@ -1714,7 +1722,7 @@ namespace CodeImp.DoomBuilder.Rendering
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}
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//mxd. Gather models
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if(t.Thing.IsModel &&
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if(t.Thing.RenderMode == ThingRenderMode.MODEL &&
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(General.Settings.GZDrawModelsMode == ModelRenderMode.ALL ||
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General.Settings.GZDrawModelsMode == ModelRenderMode.ACTIVE_THINGS_FILTER ||
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(General.Settings.GZDrawModelsMode == ModelRenderMode.SELECTION && t.Selected)))
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@ -265,7 +265,7 @@ namespace CodeImp.DoomBuilder.VisualModes
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}
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// This sets the vertices for the thing sprite
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protected void SetVertices(WorldVertex[][] verts, Plane floor, Plane ceiling)
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protected void SetVertices(WorldVertex[][] verts/*, Plane floor, Plane ceiling*/)
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{
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// Copy vertices
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vertices = new WorldVertex[verts.Length][];
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@ -281,28 +281,47 @@ namespace CodeImp.DoomBuilder.VisualModes
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updategeo = true;
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//mxd. Do some GLOOME shenanigans...
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//mxd. Do some special GZDoom rendering shenanigans...
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for(int c = 0; c < vertices.Length; c++)
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{
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if(triangles[c] < 2) continue;
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float localcenterz = vertices[c][1].z * 0.5f;
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Matrix m;
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Matrix transform, rotation;
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switch(info.RenderMode)
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switch(thing.RenderMode)
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{
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// TODO: Currently broken in GLOOME...
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case Thing.SpriteRenderMode.WALL_SPRITE:
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m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.RotationZ(thing.Angle) * Matrix.Translation(0f, 0f, localcenterz);
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// Don't do anything
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case ThingRenderMode.MODEL: break;
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// Actor becomes a flat sprite which can be tilted with the use of the Pitch actor property.
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case ThingRenderMode.FLATSPRITE:
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rotation = (info.RollSprite ? Matrix.RotationY(-thing.RollRad) * Matrix.RotationX(thing.PitchRad) : Matrix.RotationX(thing.PitchRad))
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* Matrix.RotationZ(thing.Angle);
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transform = Matrix.Translation(0f, 0f, -localcenterz) * rotation * Matrix.Translation(0f, 0f, localcenterz);
|
||||
for(int i = 0; i < vertices[c].Length; i++)
|
||||
{
|
||||
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
|
||||
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
||||
vertices[c][i].x = transformed.X;
|
||||
vertices[c][i].y = transformed.Y;
|
||||
vertices[c][i].z = transformed.Z;
|
||||
}
|
||||
break;
|
||||
|
||||
case Thing.SpriteRenderMode.FLOOR_SPRITE:
|
||||
// Similar to FLATSPRITE but is not affected by pitch.
|
||||
case ThingRenderMode.WALLSPRITE:
|
||||
rotation = (info.RollSprite ? Matrix.RotationY(-thing.RollRad) * Matrix.RotationZ(thing.Angle) : Matrix.RotationZ(thing.Angle));
|
||||
transform = Matrix.Translation(0f, 0f, -localcenterz) * rotation * Matrix.Translation(0f, 0f, localcenterz);
|
||||
for(int i = 0; i < vertices[c].Length; i++)
|
||||
{
|
||||
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
||||
vertices[c][i].x = transformed.X;
|
||||
vertices[c][i].y = transformed.Y;
|
||||
vertices[c][i].z = transformed.Z;
|
||||
}
|
||||
break;
|
||||
|
||||
// Some old GLOOME stuff
|
||||
/*case Thing.SpriteRenderMode.FLOOR_SPRITE:
|
||||
Matrix floorrotation = Matrix.RotationZ(info.RollSprite ? Thing.RollRad : 0f)
|
||||
* Matrix.RotationY(Thing.Angle)
|
||||
* Matrix.RotationX(Angle2D.PIHALF);
|
||||
|
@ -386,15 +405,15 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
vertices[c][i].z = ceiling.GetZ(vertices[c][i].x + Thing.Position.x, vertices[c][i].y + Thing.Position.y) + voffset;
|
||||
}
|
||||
}
|
||||
break;
|
||||
break;*/
|
||||
|
||||
default:
|
||||
if(info.RollSprite)
|
||||
{
|
||||
m = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(Thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz);
|
||||
transform = Matrix.Translation(0f, 0f, -localcenterz) * Matrix.RotationY(-thing.RollRad) * Matrix.Translation(0f, 0f, localcenterz);
|
||||
for(int i = 0; i < vertices[c].Length; i++)
|
||||
{
|
||||
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), m);
|
||||
Vector4 transformed = Vector3.Transform(new Vector3(vertices[c][i].x, vertices[c][i].y, vertices[c][i].z), transform);
|
||||
vertices[c][i].x = transformed.X;
|
||||
vertices[c][i].y = transformed.Y;
|
||||
vertices[c][i].z = transformed.Z;
|
||||
|
|
|
@ -18,12 +18,12 @@
|
|||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Windows.Forms;
|
||||
using CodeImp.DoomBuilder.Editing;
|
||||
using CodeImp.DoomBuilder.Geometry;
|
||||
using CodeImp.DoomBuilder.Map;
|
||||
using CodeImp.DoomBuilder.Rendering;
|
||||
using CodeImp.DoomBuilder.Geometry;
|
||||
using System.Drawing;
|
||||
using CodeImp.DoomBuilder.Editing;
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -430,7 +430,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
snaptogridincrement = (!snaptocardinaldirection && General.Interface.AltState); //mxd
|
||||
|
||||
//mxd. Snap to nearest linedef
|
||||
if(selectedthings.Count == 1 && dragitem.IsModel && snaptonearest && !snaptocardinaldirection && MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, false, false))
|
||||
if(selectedthings.Count == 1 && snaptonearest && !snaptocardinaldirection
|
||||
&& Thing.AlignableRenderModes.Contains(dragitem.RenderMode)
|
||||
&& MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptogridincrement, false, false))
|
||||
{
|
||||
Linedef l = General.Map.Map.NearestLinedefRange(oldpositions[0] + mousemappos - dragstartmappos, BuilderPlug.Me.StitchRange / renderer.Scale);
|
||||
bool restoresettings = false;
|
||||
|
|
|
@ -1410,12 +1410,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
List<Thing> toAlign = new List<Thing>();
|
||||
|
||||
foreach(Thing t in selected) if(t.IsModel) toAlign.Add(t);
|
||||
foreach(Thing t in selected)
|
||||
{
|
||||
if(Thing.AlignableRenderModes.Contains(t.RenderMode)) toAlign.Add(t);
|
||||
}
|
||||
|
||||
if(toAlign.Count == 0)
|
||||
{
|
||||
General.Interface.DisplayStatus(StatusType.Warning, "This action only works for things with models!");
|
||||
General.Interface.DisplayStatus(StatusType.Warning, "This action only works for models or things with FLATSPRITE/WALLSPRITE flags!");
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -461,7 +461,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
this.alignToWallItem.Name = "alignToWallItem";
|
||||
this.alignToWallItem.Size = new System.Drawing.Size(245, 22);
|
||||
this.alignToWallItem.Tag = "thingaligntowall";
|
||||
this.alignToWallItem.Text = "&Align To Closest Linedef";
|
||||
this.alignToWallItem.Text = "&Align Things to Nearest Linedef";
|
||||
this.alignToWallItem.Click += new System.EventHandler(this.InvokeTaggedAction);
|
||||
//
|
||||
// pointAtCursorItem
|
||||
|
@ -766,7 +766,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
this.buttonAlignThingsToWall.Name = "buttonAlignThingsToWall";
|
||||
this.buttonAlignThingsToWall.Size = new System.Drawing.Size(23, 22);
|
||||
this.buttonAlignThingsToWall.Tag = "thingaligntowall";
|
||||
this.buttonAlignThingsToWall.ToolTipText = "Align selected things to closest linedef";
|
||||
this.buttonAlignThingsToWall.ToolTipText = "Align Things to Nearest Linedef";
|
||||
this.buttonAlignThingsToWall.Click += new System.EventHandler(this.InvokeTaggedAction);
|
||||
//
|
||||
// buttonTextureOffsetLock
|
||||
|
|
|
@ -415,9 +415,9 @@ mergesectors
|
|||
//mxd
|
||||
thingaligntowall
|
||||
{
|
||||
title = "Align Things To Linedef";
|
||||
title = "Align Things to Nearest Linedef";
|
||||
category = "things";
|
||||
description = "Aligns selected things to closest linedef.";
|
||||
description = "Aligns selected things to the nearest linedef.";
|
||||
allowkeys = true;
|
||||
allowmouse = true;
|
||||
allowscroll = true;
|
||||
|
|
|
@ -357,7 +357,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
//mxd
|
||||
SetVertices(allverts, floor, ceiling);
|
||||
SetVertices(allverts/*, floor, ceiling*/);
|
||||
|
||||
// Determine position
|
||||
Vector3D pos = Thing.Position;
|
||||
|
|
Loading…
Reference in a new issue