mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-25 13:21:28 +00:00
Improve slope handling when dragging FOF control sectors
This commit is contained in:
parent
c6eecdec5d
commit
097ad4107c
2 changed files with 29 additions and 16 deletions
|
@ -932,6 +932,15 @@ namespace CodeImp.DoomBuilder.Map
|
|||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
public bool IsControlSector()
|
||||
{
|
||||
foreach (Sidedef side in this.Sidedefs)
|
||||
if (side.Line.Action >= 100 && side.Line.Action < 300 && side.Line.Front.Sector == this)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -432,7 +432,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
//mxd. Update floor/ceiling texture offsets and slopes?
|
||||
if (General.Map.UDMF)
|
||||
{
|
||||
Dictionary<Sector, List<Sector>> threedfloorcontrolsectors = new Dictionary<Sector, List<Sector>>();
|
||||
HashSet<Sector> controlsectors = new HashSet<Sector>();
|
||||
Vector2D offset = dragitem.Position - dragitemposition;
|
||||
|
||||
// Sectors may've been created/removed when applying dragging...
|
||||
|
@ -455,6 +455,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
continue;
|
||||
|
||||
updatesectors.Add(ld.Front.Sector);
|
||||
controlsectors.Add(ld.Front.Sector);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -462,6 +463,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
foreach (Sector s in updatesectors)
|
||||
{
|
||||
bool updateoffsets = (draggedsectors.Contains(s) && BuilderPlug.Me.LockSectorTextureOffsetsWhileDragging) || (!draggedsectors.Contains(s) && BuilderPlug.Me.Lock3DFloorSectorTextureOffsetsWhileDragging);
|
||||
bool updateslopes = !((s.IsControlSector() ^ controlsectors.Contains(s)) && draggedsectors.Contains(s));
|
||||
|
||||
// Update texture offsets
|
||||
if (updateoffsets)
|
||||
|
@ -523,21 +525,23 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update floor slope?
|
||||
if (s.FloorSlope.GetLengthSq() > 0 && !double.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
|
||||
if (updateslopes)
|
||||
{
|
||||
Plane floor = new Plane(s.FloorSlope, s.FloorSlopeOffset);
|
||||
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
||||
s.FloorSlopeOffset = -Vector3D.DotProduct(s.FloorSlope, new Vector3D(center + offset, floor.GetZ(center)));
|
||||
}
|
||||
// Update floor slope?
|
||||
if (s.FloorSlope.GetLengthSq() > 0 && !double.IsNaN(s.FloorSlopeOffset / s.FloorSlope.z))
|
||||
{
|
||||
Plane floor = new Plane(s.FloorSlope, s.FloorSlopeOffset);
|
||||
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
||||
s.FloorSlopeOffset = -Vector3D.DotProduct(s.FloorSlope, new Vector3D(center + offset, floor.GetZ(center)));
|
||||
}
|
||||
|
||||
// Update ceiling slope?
|
||||
if (s.CeilSlope.GetLengthSq() > 0 && !double.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
||||
{
|
||||
Plane ceiling = new Plane(s.CeilSlope, s.CeilSlopeOffset);
|
||||
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
||||
s.CeilSlopeOffset = -Vector3D.DotProduct(s.CeilSlope, new Vector3D(center + offset, ceiling.GetZ(center)));
|
||||
// Update ceiling slope?
|
||||
if (s.CeilSlope.GetLengthSq() > 0 && !double.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z))
|
||||
{
|
||||
Plane ceiling = new Plane(s.CeilSlope, s.CeilSlopeOffset);
|
||||
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
|
||||
s.CeilSlopeOffset = -Vector3D.DotProduct(s.CeilSlope, new Vector3D(center + offset, ceiling.GetZ(center)));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue