mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-18 14:31:50 +00:00
- added things dragging mode
- removed allow3dchange from undo snapshots (I expect 3D mode to handle all changes) - removed unused parameters from drag modes constructors
This commit is contained in:
parent
abb89a4944
commit
406f828473
15 changed files with 454 additions and 17 deletions
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@ -38,6 +38,7 @@
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<Compile Include="Shared\DragGeometryMode.cs" />
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<Compile Include="Shared\DrawGeometryMode.cs" />
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<Compile Include="Testing\TriangulatorMode.cs" />
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<Compile Include="ThingsMode\DragThingsMode.cs" />
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<Compile Include="VisualMode\BaseVisualMode.cs" />
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<Compile Include="VisualMode\BaseVisualSector.cs" />
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<Compile Include="VerticesMode\DragVerticesMode.cs" />
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@ -62,7 +62,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragLinedefsMode(EditMode basemode, Linedef dragitem, Vector2D dragstartmappos)
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public DragLinedefsMode(EditMode basemode, Vector2D dragstartmappos)
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{
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// Get the nearest vertex for snapping
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Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos);
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@ -323,7 +323,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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// Start dragging the selection
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General.Map.ChangeMode(new DragLinedefsMode(new LinedefsMode(), highlighted, mousedownmappos));
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General.Map.ChangeMode(new DragLinedefsMode(new LinedefsMode(), mousedownmappos));
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}
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}
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}
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@ -63,7 +63,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragSectorsMode(EditMode basemode, Sector dragitem, Vector2D dragstartmappos)
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public DragSectorsMode(EditMode basemode, Vector2D dragstartmappos)
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{
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// Get the nearest vertex for snapping
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Vertex nearest = MapSet.NearestVertex(General.Map.Map.GetVerticesFromLinesSelection(true), dragstartmappos);
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@ -368,7 +368,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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// Start dragging the selection
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General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), highlighted, mousedownmappos));
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General.Map.ChangeMode(new DragSectorsMode(new SectorsMode(), mousedownmappos));
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}
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}
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}
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@ -241,7 +241,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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MoveGeometryRelative(new Vector2D(0f, 0f), false, false);
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0, false);
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General.Map.UndoRedo.CreateUndo("drag vertices", UndoGroup.None, 0);
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// Move selected geometry to final position
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MoveGeometryRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
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369
Source/BuilderModes/ThingsMode/DragThingsMode.cs
Normal file
369
Source/BuilderModes/ThingsMode/DragThingsMode.cs
Normal file
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@ -0,0 +1,369 @@
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.Windows.Forms;
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using System.IO;
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using System.Reflection;
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using CodeImp.DoomBuilder.Interface;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Geometry;
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using System.Drawing;
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using CodeImp.DoomBuilder.Editing;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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// No action or button for this mode, it is automatic.
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// The EditMode attribute does not have to be specified unless the
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// mode must be activated by class name rather than direct instance.
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// In that case, just specifying the attribute like this is enough:
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[EditMode]
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public sealed class DragThingsMode : ClassicMode
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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// Mode to return to
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private EditMode basemode;
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// Mouse position on map where dragging started
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private Vector2D dragstartmappos;
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// Item used as reference for snapping to the grid
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protected Thing dragitem;
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private Vector2D dragitemposition;
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// List of old thing positions
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private List<Vector2D> oldpositions;
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// List of selected items
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private ICollection<Thing> selectedthings;
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// List of non-selected items
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private ICollection<Thing> unselectedthings;
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// Keep track of view changes
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private float lastoffsetx;
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private float lastoffsety;
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private float lastscale;
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// Options
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private bool snaptogrid; // SHIFT to toggle
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private bool snaptonearest; // CTRL to enable
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#endregion
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#region ================== Properties
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// Just keep the base mode button checked
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public override string EditModeButtonName { get { return basemode.GetType().Name; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor to start dragging immediately
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public DragThingsMode(EditMode basemode, Vector2D dragstartmappos)
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{
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// Initialize
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this.dragstartmappos = dragstartmappos;
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this.basemode = basemode;
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Cursor.Current = Cursors.AppStarting;
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// Get the nearest thing for snapping
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dragitem = MapSet.NearestThing(General.Map.Map.GetThingsSelection(true), dragstartmappos);
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// Get selected things
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selectedthings = General.Map.Map.GetThingsSelection(true);
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unselectedthings = General.Map.Map.GetThingsSelection(false);
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// Make old positions list
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// We will use this as reference to move the vertices, or to move them back on cancel
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oldpositions = new List<Vector2D>(selectedthings.Count);
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foreach(Thing t in selectedthings) oldpositions.Add(t.Position);
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// Also keep old position of the dragged item
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dragitemposition = dragitem.Position;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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Cursor.Current = Cursors.Default;
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Disposer
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public override void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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// Done
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base.Dispose();
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}
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}
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#endregion
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#region ================== Methods
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// This moves the selected things relatively
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// Returns true when things has actually moved
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private bool MoveThingsRelative(Vector2D offset, bool snapgrid, bool snapnearest)
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{
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Vector2D oldpos = dragitem.Position;
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Thing nearest;
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int i = 0;
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// Snap to nearest?
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if(snapnearest)
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{
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// Find nearest unselected item within selection range
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nearest = MapSet.NearestThingSquareRange(unselectedthings, mousemappos, ThingsMode.THING_HIGHLIGHT_RANGE / renderer.Scale);
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if(nearest != null)
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{
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// Move the dragged item
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dragitem.Move((Vector2D)nearest.Position);
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// Adjust the offset
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offset = (Vector2D)nearest.Position - dragitemposition;
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// Do not snap to grid!
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snapgrid = false;
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}
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}
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// Snap to grid?
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if(snapgrid)
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{
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// Move the dragged item
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dragitem.Move(dragitemposition + offset);
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// Snap item to grid
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dragitem.SnapToGrid();
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// Adjust the offset
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offset += (Vector2D)dragitem.Position - (dragitemposition + offset);
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}
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// Drag item moved?
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if(!snapgrid || ((Vector2D)dragitem.Position != oldpos))
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{
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// Move selected geometry
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foreach(Thing t in selectedthings)
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{
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// Move vertex from old position relative to the
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// mouse position change since drag start
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t.Move(oldpositions[i] + offset);
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// Next
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i++;
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}
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// Moved
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return true;
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}
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else
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{
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// No changes
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return false;
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}
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}
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// This redraws the display
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public unsafe override void RedrawDisplay()
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{
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bool viewchanged = CheckViewChanged();
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// Start with a clear display
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if(renderer.Start(viewchanged, true))
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{
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if(viewchanged)
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{
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// Render lines and vertices
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renderer.RenderLinedefSet(General.Map.Map.Linedefs);
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renderer.RenderVerticesSet(General.Map.Map.Vertices);
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}
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// Render things
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renderer.SetThingsRenderOrder(true);
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renderer.RenderThingSet(unselectedthings);
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renderer.RenderThingSet(selectedthings);
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// Draw the dragged item highlighted
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// This is important to know, because this item is used
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// for snapping to the grid and snapping to nearest items
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renderer.RenderThing(dragitem, General.Colors.Highlight);
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// Done
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renderer.Finish();
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}
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}
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// Cancelled
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public override void Cancel()
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{
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// Move geometry back to original position
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MoveThingsRelative(new Vector2D(0f, 0f), false, false);
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// If only a single vertex was selected, deselect it now
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if(selectedthings.Count == 1) General.Map.Map.ClearSelectedThings();
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// Update cached values
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General.Map.Map.Update();
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// Cancel base class
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base.Cancel();
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// Return to vertices mode
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General.Map.ChangeMode(basemode);
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}
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// Mode engages
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public override void Engage()
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{
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base.Engage();
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}
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// Disenagaging
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public override void Disengage()
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{
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base.Disengage();
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Cursor.Current = Cursors.AppStarting;
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// When not cancelled
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if(!cancelled)
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{
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// Move geometry back to original position
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MoveThingsRelative(new Vector2D(0f, 0f), false, false);
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// Make undo for the dragging
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General.Map.UndoRedo.CreateUndo("drag things", UndoGroup.None, 0);
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// Move selected geometry to final position
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MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest);
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// Update cached values
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General.Map.Map.Update();
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// Map is changed
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General.Map.IsChanged = true;
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}
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// Hide highlight info
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General.Interface.HideInfo();
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// Done
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Cursor.Current = Cursors.Default;
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}
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// This checks if the view offset/zoom changed and updates the check
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protected bool CheckViewChanged()
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{
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bool viewchanged = false;
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// View changed?
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if(renderer.OffsetX != lastoffsetx) viewchanged = true;
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if(renderer.OffsetY != lastoffsety) viewchanged = true;
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if(renderer.Scale != lastscale) viewchanged = true;
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// Keep view information
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lastoffsetx = renderer.OffsetX;
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lastoffsety = renderer.OffsetY;
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lastscale = renderer.Scale;
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// Return result
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return viewchanged;
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}
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// This updates the dragging
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private void Update()
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{
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snaptogrid = General.Interface.ShiftState ^ General.Interface.SnapToGrid;
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snaptonearest = General.Interface.CtrlState;
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// Move selected geometry
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if(MoveThingsRelative(mousemappos - dragstartmappos, snaptogrid, snaptonearest))
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{
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// Update cached values
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//General.Map.Map.Update(true, false);
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General.Map.Map.Update();
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// Redraw
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General.Interface.RedrawDisplay();
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}
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}
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// Mouse moving
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public override void MouseMove(MouseEventArgs e)
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{
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base.MouseMove(e);
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Update();
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}
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// Mouse button released
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public override void MouseUp(MouseEventArgs e)
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{
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base.MouseUp(e);
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// Is the editing button released?
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if(e.Button == EditMode.EDIT_BUTTON)
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{
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// Just return to vertices mode, geometry will be merged on disengage.
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General.Map.ChangeMode(basemode);
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}
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}
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// When a key is released
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public override void KeyUp(KeyEventArgs e)
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{
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base.KeyUp(e);
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if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
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if(snaptonearest != General.Interface.CtrlState) Update();
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}
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// When a key is pressed
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public override void KeyDown(KeyEventArgs e)
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{
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base.KeyDown(e);
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if(snaptogrid != General.Interface.ShiftState ^ General.Interface.SnapToGrid) Update();
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if(snaptonearest != General.Interface.CtrlState) Update();
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}
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#endregion
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}
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}
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@ -44,7 +44,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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{
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#region ================== Constants
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protected const float THING_HIGHLIGHT_RANGE = 10f;
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public const float THING_HIGHLIGHT_RANGE = 10f;
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#endregion
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@ -254,6 +254,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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if(selected.Count > 0)
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{
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// Show thing edit dialog
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// TODO
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// When a single thing was selected, deselect it now
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if(selected.Count == 1) General.Map.Map.ClearSelectedThings();
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@ -264,6 +265,36 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
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}
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}
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}
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// Mouse wants to drag
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protected override void DragStart(MouseEventArgs e)
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{
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base.DragStart(e);
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// Which button is used?
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if(e.Button == EditMode.SELECT_BUTTON)
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{
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// Make selection
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}
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else if(e.Button == EditMode.EDIT_BUTTON)
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{
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// Anything highlighted?
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if((highlighted != null) && !highlighted.IsDisposed)
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{
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// Highlighted item not selected?
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if(!highlighted.Selected)
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{
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// Select only this sector for dragging
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General.Map.Map.ClearSelectedThings();
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highlighted.Selected = true;
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}
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// Start dragging the selection
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General.Map.ChangeMode(new DragThingsMode(new ThingsMode(), mousedownmappos));
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}
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}
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}
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#endregion
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}
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@ -142,7 +142,7 @@ namespace CodeImp.DoomBuilder.Editing
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#region ================== Public Methods
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// This makes an undo and returns the unique ticket id
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public int CreateUndo(string description, UndoGroup group, int grouptag, bool allow3dchange)
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public int CreateUndo(string description, UndoGroup group, int grouptag)
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{
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UndoSnapshot u;
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@ -155,7 +155,7 @@ namespace CodeImp.DoomBuilder.Editing
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if(++ticketid == int.MaxValue) ticketid = 1;
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// Make a snapshot
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u = new UndoSnapshot(description, allow3dchange, General.Map.Map.Clone(), ticketid);
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u = new UndoSnapshot(description, General.Map.Map.Clone(), ticketid);
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// Put it on the stack
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undos.Insert(0, u);
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@ -39,15 +39,13 @@ namespace CodeImp.DoomBuilder.Editing
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{
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public MapSet map;
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public string description;
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public bool allow3dchange; // True when allowed to change in 3D mode
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public int ticketid; // For safe withdrawing
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// Constructor
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public UndoSnapshot(string description, bool allow3dchange, MapSet map, int ticketid)
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public UndoSnapshot(string description, MapSet map, int ticketid)
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{
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this.ticketid = ticketid;
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this.description = description;
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this.allow3dchange = allow3dchange;
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this.map = map;
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}
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@ -56,7 +54,6 @@ namespace CodeImp.DoomBuilder.Editing
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{
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this.ticketid = info.ticketid;
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this.description = info.description;
|
||||
this.allow3dchange = info.allow3dchange;
|
||||
this.map = map;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -237,7 +237,7 @@ namespace CodeImp.DoomBuilder.Interface
|
|||
|
||||
// Make undo
|
||||
if(lines.Count > 1) undodesc = lines.Count + " linedefs";
|
||||
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0, false);
|
||||
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0);
|
||||
|
||||
// Go for all the lines
|
||||
foreach(Linedef l in lines)
|
||||
|
|
|
@ -314,8 +314,6 @@ namespace CodeImp.DoomBuilder.Interface
|
|||
// This updates the status icon
|
||||
internal void UpdateStatusIcon()
|
||||
{
|
||||
if(IsDisposed) return;
|
||||
|
||||
// From another thread?
|
||||
if(statusbar.InvokeRequired)
|
||||
{
|
||||
|
|
|
@ -113,7 +113,7 @@ namespace CodeImp.DoomBuilder.Interface
|
|||
|
||||
// Make undo
|
||||
if(sectors.Count > 1) undodesc = sectors.Count + " sectors";
|
||||
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0, false);
|
||||
General.Map.UndoRedo.CreateUndo("edit " + undodesc, UndoGroup.None, 0);
|
||||
|
||||
// Go for all sectors
|
||||
foreach(Sector s in sectors)
|
||||
|
|
|
@ -619,7 +619,7 @@ namespace CodeImp.DoomBuilder.Map
|
|||
if(General.MainWindow.AutoMerge)
|
||||
{
|
||||
// Make undo for the stitching
|
||||
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0, false);
|
||||
stitchundo = General.Map.UndoRedo.CreateUndo("stitch geometry", UndoGroup.None, 0);
|
||||
|
||||
// Find lines that moved during the drag
|
||||
movinglines = LinedefsFromSelectedVertices(false, true, true);
|
||||
|
@ -968,6 +968,30 @@ namespace CodeImp.DoomBuilder.Map
|
|||
return closest;
|
||||
}
|
||||
|
||||
// This finds the thing closest to the specified position
|
||||
public static Thing NearestThing(ICollection<Thing> selection, Vector2D pos)
|
||||
{
|
||||
Thing closest = null;
|
||||
float distance = float.MaxValue;
|
||||
float d;
|
||||
|
||||
// Go for all things in selection
|
||||
foreach(Thing t in selection)
|
||||
{
|
||||
// Calculate distance and check if closer than previous find
|
||||
d = t.DistanceToSq(pos);
|
||||
if(d < distance)
|
||||
{
|
||||
// This one is closer
|
||||
closest = t;
|
||||
distance = d;
|
||||
}
|
||||
}
|
||||
|
||||
// Return result
|
||||
return closest;
|
||||
}
|
||||
|
||||
// This finds the vertex closest to the specified position
|
||||
public static Vertex NearestVertexSquareRange(ICollection<Vertex> selection, Vector2D pos, float maxrange)
|
||||
{
|
||||
|
|
|
@ -224,6 +224,16 @@ namespace CodeImp.DoomBuilder.Map
|
|||
|
||||
#region ================== Changes
|
||||
|
||||
// This moves the thing
|
||||
// NOTE: This does not update sector! (call DetermineSector)
|
||||
public void Move(Vector2D newpos)
|
||||
{
|
||||
// Change position
|
||||
this.x = (int)newpos.x;
|
||||
this.y = (int)newpos.y;
|
||||
this.pos = new Vector3D(newpos.x, newpos.y, zoffset);
|
||||
}
|
||||
|
||||
// This moves the thing
|
||||
// NOTE: This does not update sector! (call DetermineSector)
|
||||
public void Move(int x, int y, int zoffset)
|
||||
|
@ -289,6 +299,13 @@ namespace CodeImp.DoomBuilder.Map
|
|||
|
||||
#region ================== Methods
|
||||
|
||||
// This snaps the vertex to the grid
|
||||
public void SnapToGrid()
|
||||
{
|
||||
// Calculate nearest grid coordinates
|
||||
this.Move(General.Map.Grid.SnappedToGrid((Vector2D)pos));
|
||||
}
|
||||
|
||||
// This returns the distance from given coordinates
|
||||
public float DistanceToSq(Vector2D p)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue