Fixed: voxels were incorrectly loaded from WADs.

Fixed, Draw Geometry modes: fixed a crash when moving the mouse cursor over a vertex while holding Alt-Shift keys when there were no new points drawn in current mode.
This commit is contained in:
MaxED 2016-07-17 21:38:29 +00:00
parent 94dedf9aa9
commit 7772ebbb52
2 changed files with 19 additions and 18 deletions

View file

@ -988,7 +988,10 @@ namespace CodeImp.DoomBuilder.Data
if(lump != null) if(lump != null)
{ {
voxellocation = location.GetDisplayName(); voxellocation = location.GetDisplayName();
return lump.Stream;
// Copy stream, because model/voxel streams are expected to be disposed
lump.Stream.Seek(0, SeekOrigin.Begin); // Rewind before use
return new MemoryStream(lump.Stream.ReadAllBytes());
} }
} }

View file

@ -308,10 +308,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
DrawnVertex p = new DrawnVertex(); DrawnVertex p = new DrawnVertex();
p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry... p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry...
p.stitchline = true; //mxd p.stitchline = true; //mxd
snaptocardinal = (snaptocardinal && points.Count > 0); //mxd. Don't snap to cardinal when there are no points
//mxd. If snap to cardinal directions is enabled and we have points, modify mouse position //mxd. If snap to cardinal directions is enabled and we have points, modify mouse position
Vector2D vm, gridoffset; Vector2D vm, gridoffset;
if(snaptocardinal && points.Count > 0) if(snaptocardinal)
{ {
Vector2D offset = mousemappos - points[points.Count - 1].pos; Vector2D offset = mousemappos - points[points.Count - 1].pos;
@ -354,7 +355,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
if(nv != null) if(nv != null)
{ {
//mxd. Line angle must stay the same //mxd. Line angle must stay the same
if(snaptocardinal) //mxd if(snaptocardinal)
{ {
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
if(Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0) if(Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0)
@ -377,23 +378,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
//mxd. Line angle must stay the same //mxd. Line angle must stay the same
if(snaptocardinal) if(snaptocardinal)
{ {
if(points.Count > 0) Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position);
Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false);
if(!float.IsNaN(intersection.x))
{ {
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm); // Intersection is on nearestline?
Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position); float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection);
Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false);
if(!float.IsNaN(intersection.x))
{
// Intersection is on nearestline?
float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection);
if(u < 0f || u > 1f) { } if(u < 0f || u > 1f) { }
else else
{ {
p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals), p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals),
(float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals)); (float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals));
return p; return p;
}
} }
} }
} }