Improve slope handling when dragging FOF control sectors

This commit is contained in:
spherallic 2024-05-24 19:58:53 +02:00
parent c6eecdec5d
commit 097ad4107c
2 changed files with 29 additions and 16 deletions

View file

@ -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
}
}

View file

@ -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)));
}
}
}
}