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Edit Selection Mode: Fix Ceiling/Floor transforms when pinned (#943)
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8f1d645e81
commit
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1 changed files with 75 additions and 19 deletions
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@ -87,9 +87,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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public readonly SurfaceTextureInfo Floor;
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public readonly SurfaceTextureInfo Ceiling;
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public readonly Vertex FirstVertex;
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public readonly Vector2D PreviousFirstVertexPosition;
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public SectorTextureInfo(Sector s)
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{
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FirstVertex = s.Sidedefs.First<Sidedef>().Line.Start;
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PreviousFirstVertexPosition = FirstVertex.Position;
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// Get transform properties
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Floor.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningfloor", 0.0), UniFields.GetFloat(s.Fields, "ypanningfloor", 0.0));
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Ceiling.Offset = new Vector2D(UniFields.GetFloat(s.Fields, "xpanningceiling", 0.0), UniFields.GetFloat(s.Fields, "ypanningceiling", 0.0));
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@ -105,6 +109,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Surface name
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Floor.Part = "floor";
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Ceiling.Part = "ceiling";
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}
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private static Size GetTextureSize(long hash)
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@ -879,15 +884,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
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{
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foreach(KeyValuePair<Sector, SectorTextureInfo> group in selectedsectors)
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{
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group.Key.Fields.BeforeFieldsChange();
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Sector eachSector = group.Key;
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SectorTextureInfo eachSectorTexInfo = group.Value;
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Vector2D newFirstVertexPosition = new Vector2D( Math.Round(eachSectorTexInfo.FirstVertex.Position.x, General.Map.FormatInterface.VertexDecimals),
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Math.Round(eachSectorTexInfo.FirstVertex.Position.y, General.Map.FormatInterface.VertexDecimals) );
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eachSector.Fields.BeforeFieldsChange();
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// Apply transforms
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UpdateTextureTransform(group.Key.Fields, group.Value.Ceiling /*, transformceiloffsets, rotateceiloffsets, scaleceiloffsets */);
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UpdateTextureTransform(group.Key.Fields, group.Value.Floor /*, transformflooroffsets, rotateflooroffsets, scaleflooroffsets */);
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UpdateTextureTransform(eachSector.Fields, eachSectorTexInfo.Ceiling, newFirstVertexPosition, eachSectorTexInfo.PreviousFirstVertexPosition);
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UpdateTextureTransform(eachSector.Fields, eachSectorTexInfo.Floor, newFirstVertexPosition, eachSectorTexInfo.PreviousFirstVertexPosition);
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// Update cache
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group.Key.UpdateNeeded = true;
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group.Key.UpdateCache();
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eachSector.UpdateNeeded = true;
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eachSector.UpdateCache();
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}
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// Map was changed
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@ -895,18 +905,40 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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//mxd. This updates texture transforms in given UniFields
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private void UpdateTextureTransform(UniFields fields, SurfaceTextureInfo si /*, bool transformoffsets, bool rotateoffsets, bool scaleoffsets */)
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private void UpdateTextureTransform(UniFields fields, SurfaceTextureInfo si, Vector2D newReferencePosition, Vector2D previousReferencePosition)
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{
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if ((si.Part == "floor" && pinfloortextures) || (si.Part == "ceiling" && pinceilingtextures))
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{
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double texrotation = Angle2D.PI2 - rotation;
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if (si.Scale.x != 0 && si.Scale.y != 0)
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{
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double selectionRotationRad = Angle2D.PI2 - rotation;
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double newSurfaceRotationRad = selectionRotationRad + si.Rotation;
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double trotation = texrotation + si.Rotation;
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Vector2D o = ((referencepoint - selectionbasecenter).GetRotated(-trotation) + selectionbasecenter + this.offset - this.baseoffset).GetRotated(trotation);
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Vector2D textureSize = new Vector2D ((double)si.TextureSize.Width / si.Scale.x,
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(double)si.TextureSize.Height / -si.Scale.y);
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fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(-o.x + si.Offset.x, General.Map.FormatInterface.VertexDecimals));
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fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(o.y + si.Offset.y, General.Map.FormatInterface.VertexDecimals));
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fields["rotation" + si.Part] = new UniValue(UniversalType.Float, General.ClampAngle(Math.Round(Angle2D.RadToDeg(trotation), General.Map.FormatInterface.VertexDecimals)));
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double previousSurfaceRotationRad = Angle2D.PI2 - si.Rotation;
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//Set the new surface texture rotation
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double newSurfaceRotationDegrees = General.ClampAngle(Math.Round(Angle2D.RadToDeg(newSurfaceRotationRad), General.Map.FormatInterface.VertexDecimals));
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fields["rotation" + si.Part] = new UniValue(UniversalType.Float, newSurfaceRotationDegrees);
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//Find the offset required to place the texture origin point at the reference vector
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Vector2D globalOffsetForNewReferencePoint = ConvertToOffsetCoordinates(newReferencePosition);
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Vector2D surfaceOffsetForNewReferencePoint = GetClampedOffsetVector(globalOffsetForNewReferencePoint.GetRotated(-newSurfaceRotationRad), textureSize);
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//find an "origin point offset" using the previous texture offset, relative to our reference vertex
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Vector2D rotatedPreviousReferencePosition = GetClampedOffsetVector(previousReferencePosition.GetRotated(-previousSurfaceRotationRad), textureSize);
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Vector2D previousSurfaceOffset = ConvertToOffsetCoordinates(GetClampedOffsetVector(si.Offset, textureSize));
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Vector2D localSurfaceAdjustment = rotatedPreviousReferencePosition - previousSurfaceOffset;
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//Adjust our offset by applying using the "origin point offset" to the offset for our reference vertex
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Vector2D adjustedSurfaceOffset = GetClampedOffsetVector(surfaceOffsetForNewReferencePoint - ConvertToOffsetCoordinates(localSurfaceAdjustment), textureSize);
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//Set the new texture offset
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fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, adjustedSurfaceOffset.x);
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fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, adjustedSurfaceOffset.y);
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}
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}
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else
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{
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@ -919,6 +951,25 @@ namespace CodeImp.DoomBuilder.BuilderModes
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}
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}
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private Vector2D ConvertToOffsetCoordinates(Vector2D v)
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{
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return new Vector2D(-v.x, v.y);
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}
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private Vector2D GetClampedOffsetVector(Vector2D v, Vector2D textureSize)
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{
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Vector2D roundedV = new Vector2D(
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Math.Round(v.x, General.Map.FormatInterface.VertexDecimals),
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Math.Round(v.y, General.Map.FormatInterface.VertexDecimals));
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Vector2D roundedTextureSize = new Vector2D(
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Math.Round(textureSize.x, General.Map.FormatInterface.VertexDecimals),
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Math.Round(textureSize.y, General.Map.FormatInterface.VertexDecimals));
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return new Vector2D(roundedV.x % roundedTextureSize.x,
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roundedV.y % roundedTextureSize.y);
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}
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//mxd. This restores texture transforms for all sectors
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private void RestoreTextureTransform()
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{
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@ -1300,8 +1351,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if (General.Map.UDMF)
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{
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foreach (Sector s in General.Map.Map.GetSectorsFromLinedefs(selectedlines))
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{
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if (!s.Fields.ContainsKey(MapSet.VIRTUAL_SECTOR_FIELD)) // Ignore sectors that have the VIRTUAL_SECTOR_FIELD UDMF field created when cloning the MapSet when copying
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{
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selectedsectors.Add(s, new SectorTextureInfo(s));
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}
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}
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}
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// Array to keep original coordinates
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