mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
Upper/lower textures are now applied in a more expected manner in Bridge mode.
This commit is contained in:
parent
113f9c6039
commit
46642200eb
1 changed files with 51 additions and 13 deletions
|
@ -183,15 +183,23 @@ namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
|
||||||
// Make undo for the draw
|
// Make undo for the draw
|
||||||
General.Map.UndoRedo.CreateUndo("Bridge ("+form.Subdivisions+" subdivisions)");
|
General.Map.UndoRedo.CreateUndo("Bridge ("+form.Subdivisions+" subdivisions)");
|
||||||
|
|
||||||
string lowTexture = "-";
|
List<List<SectorProperties>> sectorProps = new List<List<SectorProperties>>();
|
||||||
string highTexture = "-";
|
List<List<List<Sector>>> newSectors = new List<List<List<Sector>>>();
|
||||||
|
|
||||||
|
//create sector properties collection
|
||||||
|
//sector row
|
||||||
|
for (int i = 0; i < drawShapes.Count; i++) {
|
||||||
|
sectorProps.Add(new List<SectorProperties>());
|
||||||
|
|
||||||
|
//sector in row
|
||||||
|
for (int c = 0; c < drawShapes[i].Count; c++)
|
||||||
|
sectorProps[i].Add(getSectorProperties(i, c));
|
||||||
|
}
|
||||||
|
|
||||||
// Make the drawing
|
// Make the drawing
|
||||||
//sector row
|
//sector row
|
||||||
for (int i = 0; i < drawShapes.Count; i++) {
|
for (int i = 0; i < drawShapes.Count; i++) {
|
||||||
//textures
|
newSectors.Add(new List<List<Sector>>());
|
||||||
lowTexture = sectorProps1[i].LowTexture != "-" ? sectorProps1[i].LowTexture : sectorProps2[i].LowTexture;
|
|
||||||
highTexture = sectorProps1[i].HighTexture != "-" ? sectorProps1[i].HighTexture : sectorProps2[i].HighTexture;
|
|
||||||
|
|
||||||
//sector in row
|
//sector in row
|
||||||
for (int c = 0; c < drawShapes[i].Count; c++) {
|
for (int c = 0; c < drawShapes[i].Count; c++) {
|
||||||
|
@ -205,20 +213,46 @@ namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
|
||||||
}
|
}
|
||||||
|
|
||||||
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
|
List<Sector> newsectors = General.Map.Map.GetMarkedSectors(true);
|
||||||
|
newSectors[i].Add(newsectors);
|
||||||
|
|
||||||
//set floor/ceiling heights, lower/upper textures and brightness
|
//set floor/ceiling heights and brightness
|
||||||
foreach (Sector s in newsectors) {
|
foreach (Sector s in newsectors) {
|
||||||
SectorProperties sp = getSectorProperties(i, c);
|
SectorProperties sp = sectorProps[i][c];
|
||||||
s.Brightness = sp.Brightness;
|
s.Brightness = sp.Brightness;
|
||||||
s.FloorHeight = sp.FloorHeight;
|
s.FloorHeight = sp.FloorHeight;
|
||||||
s.CeilHeight = (sp.CeilingHeight < sp.FloorHeight ? sp.FloorHeight + 8 : sp.CeilingHeight);
|
s.CeilHeight = (sp.CeilingHeight < sp.FloorHeight ? sp.FloorHeight + 8 : sp.CeilingHeight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//apply textures
|
||||||
|
//sector row
|
||||||
|
for (int i = 0; i < newSectors.Count; i++) {
|
||||||
|
//sector in row
|
||||||
|
for (int c = 0; c < newSectors[i].Count; c++) {
|
||||||
|
foreach (Sector s in newSectors[i][c]) {
|
||||||
foreach(Sidedef sd in s.Sidedefs){
|
foreach(Sidedef sd in s.Sidedefs){
|
||||||
if (sd.Line.Back != null && sd.Line.Front != null) {
|
if (sd.LowRequired())
|
||||||
sd.Line.Back.SetTextureLow(lowTexture);
|
sd.SetTextureLow(sectorProps[i][c].LowTexture);
|
||||||
sd.Line.Back.SetTextureHigh(highTexture);
|
if (sd.HighRequired())
|
||||||
sd.Line.Front.SetTextureLow(lowTexture);
|
sd.SetTextureHigh(sectorProps[i][c].HighTexture);
|
||||||
sd.Line.Front.SetTextureHigh(highTexture);
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//apply textures to front/back sides of shape
|
||||||
|
//sector row
|
||||||
|
for (int i = 0; i < newSectors.Count; i++) {
|
||||||
|
//first/last sector in row
|
||||||
|
for (int c = 0; c < newSectors[i].Count; c += newSectors[i].Count-1) {
|
||||||
|
foreach (Sector s in newSectors[i][c]) {
|
||||||
|
foreach (Sidedef sd in s.Sidedefs) {
|
||||||
|
if (sd.Other != null) {
|
||||||
|
if (sd.Other.LowRequired() && sd.Other.LowTexture == "-")
|
||||||
|
sd.Other.SetTextureLow(sectorProps[i][c].LowTexture);
|
||||||
|
if (sd.Other.HighRequired() && sd.Other.HighTexture == "-")
|
||||||
|
sd.Other.SetTextureHigh(sectorProps[i][c].HighTexture);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -407,6 +441,10 @@ namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes {
|
||||||
sp.FloorHeight = intepolateValue(sectorProps1[lineIndex].FloorHeight, sectorProps2[lineIndex].FloorHeight, delta, form.FloorAlignMode);
|
sp.FloorHeight = intepolateValue(sectorProps1[lineIndex].FloorHeight, sectorProps2[lineIndex].FloorHeight, delta, form.FloorAlignMode);
|
||||||
sp.CeilingHeight = intepolateValue(sectorProps1[lineIndex].CeilingHeight, sectorProps2[lineIndex].CeilingHeight, delta, form.CeilingAlignMode);
|
sp.CeilingHeight = intepolateValue(sectorProps1[lineIndex].CeilingHeight, sectorProps2[lineIndex].CeilingHeight, delta, form.CeilingAlignMode);
|
||||||
|
|
||||||
|
//textures
|
||||||
|
sp.LowTexture = sectorProps1[lineIndex].LowTexture != "-" ? sectorProps1[lineIndex].LowTexture : sectorProps2[lineIndex].LowTexture;
|
||||||
|
sp.HighTexture = sectorProps1[lineIndex].HighTexture != "-" ? sectorProps1[lineIndex].HighTexture : sectorProps2[lineIndex].HighTexture;
|
||||||
|
|
||||||
return sp;
|
return sp;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue