mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-29 15:11:56 +00:00
Removed lots of unnecessary casts to float of the Math methods. Also removed some other minor implicit casts
This commit is contained in:
parent
ab81b17554
commit
9338d1221f
34 changed files with 156 additions and 156 deletions
|
@ -92,7 +92,7 @@ namespace CodeImp.DoomBuilder.Controls
|
|||
|
||||
#region ================== Methods
|
||||
|
||||
public void SetValues(float anglexy, float anglez, float offset, bool first)
|
||||
public void SetValues(double anglexy, double anglez, double offset, bool first)
|
||||
{
|
||||
if(first)
|
||||
{
|
||||
|
|
|
@ -883,8 +883,8 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
Vector2D center = GridSetup.SnappedToGrid(0.5f * (ltview + rbview), size, sizeinv, angle, originx, originy);
|
||||
|
||||
// Get the angle vectors for the gridlines
|
||||
Vector2D dx = new Vector2D((float)Math.Cos(angle), (float)Math.Sin(angle));
|
||||
Vector2D dy = new Vector2D((float)-Math.Sin(angle), (float)Math.Cos(angle));
|
||||
Vector2D dx = new Vector2D(Math.Cos(angle), Math.Sin(angle));
|
||||
Vector2D dy = new Vector2D(-Math.Sin(angle), Math.Cos(angle));
|
||||
|
||||
double maxextent = Math.Max(mapsize.x, mapsize.y);
|
||||
RectangleF bounds = new RectangleF((float)tlb.x, (float)tlb.y, (float)(rbb.x - tlb.x), (float)(rbb.y - tlb.y));
|
||||
|
@ -1897,8 +1897,8 @@ namespace CodeImp.DoomBuilder.Rendering
|
|||
if(line.RenderArrowhead)
|
||||
{
|
||||
double angle = line.GetAngle();
|
||||
Vector2D a1 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle - 0.46f), line.End.y + scaler * (float)Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
|
||||
Vector2D a2 = new Vector2D(line.End.x - scaler * (float)Math.Sin(angle + 0.46f), line.End.y + scaler * (float)Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
|
||||
Vector2D a1 = new Vector2D(line.End.x - scaler * Math.Sin(angle - 0.46f), line.End.y + scaler * Math.Cos(angle - 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 1
|
||||
Vector2D a2 = new Vector2D(line.End.x - scaler * Math.Sin(angle + 0.46f), line.End.y + scaler * Math.Cos(angle + 0.46f)).GetTransformed(translatex, translatey, scale, -scale); //arrowhead end 2
|
||||
|
||||
verts[pointscount] = verts[pointscount - 1];
|
||||
verts[pointscount + 1].x = (float)a1.x;
|
||||
|
|
|
@ -483,7 +483,7 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
return;
|
||||
}
|
||||
|
||||
MoveSelectedThings(new Vector2D((float)Math.Round(hitpos.x), (float)Math.Round(hitpos.y)), true);
|
||||
MoveSelectedThings(new Vector2D(Math.Round(hitpos.x), Math.Round(hitpos.y)), true);
|
||||
}
|
||||
|
||||
//mxd.
|
||||
|
@ -494,7 +494,7 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
delta = delta.GetFixedLength(General.Settings.ViewDistance * 0.98f);
|
||||
VisualPickResult target = PickObject(start, start + delta);
|
||||
|
||||
if(target.picked == null) return new Vector2D(float.NaN, float.NaN);
|
||||
if(target.picked == null) return new Vector2D(double.NaN, double.NaN);
|
||||
|
||||
// Now find where exactly did we hit
|
||||
VisualGeometry vg = target.picked as VisualGeometry;
|
||||
|
@ -504,7 +504,7 @@ namespace CodeImp.DoomBuilder.VisualModes
|
|||
VisualThing vt = target.picked as VisualThing;
|
||||
if(vt != null) return GetIntersection(start, start + delta, vt.CenterV3D, RenderDevice.V3D(vt.Center - vt.PositionV3));
|
||||
|
||||
return new Vector2D(float.NaN, float.NaN);
|
||||
return new Vector2D(double.NaN, double.NaN);
|
||||
}
|
||||
|
||||
//mxd. This checks intersection between line and plane
|
||||
|
|
|
@ -18,8 +18,8 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
private void accept_Click(object sender, EventArgs e)
|
||||
{
|
||||
coordinates.x = (float)Math.Round(General.Clamp(gotox.GetResult((int)coordinates.x), General.Map.FormatInterface.MinCoordinate, General.Map.FormatInterface.MaxCoordinate));
|
||||
coordinates.y = (float)Math.Round(General.Clamp(gotoy.GetResult((int)coordinates.y), General.Map.FormatInterface.MinCoordinate, General.Map.FormatInterface.MaxCoordinate));
|
||||
coordinates.x = Math.Round(General.Clamp(gotox.GetResult((int)coordinates.x), General.Map.FormatInterface.MinCoordinate, General.Map.FormatInterface.MaxCoordinate));
|
||||
coordinates.y = Math.Round(General.Clamp(gotoy.GetResult((int)coordinates.y), General.Map.FormatInterface.MinCoordinate, General.Map.FormatInterface.MaxCoordinate));
|
||||
|
||||
this.DialogResult = DialogResult.OK;
|
||||
this.Close();
|
||||
|
|
|
@ -142,7 +142,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
//UDMF slopes
|
||||
if(s.FloorSlope.GetLengthSq() > 0)
|
||||
{
|
||||
FloorSlopeAngleXY = General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
|
||||
FloorSlopeAngleXY = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
|
||||
FloorSlopeAngleZ = -Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()) - 90, 1);
|
||||
FloorSlopeOffset = (double.IsNaN(s.FloorSlopeOffset) ? s.FloorHeight : s.FloorSlopeOffset);
|
||||
}
|
||||
|
@ -156,7 +156,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
if(s.CeilSlope.GetLengthSq() > 0)
|
||||
{
|
||||
CeilSlopeAngleXY = General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
|
||||
CeilSlopeAngleXY = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
|
||||
CeilSlopeAngleZ = -Math.Round(270 - Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 1);
|
||||
CeilSlopeOffset = (double.IsNaN(s.CeilSlopeOffset) ? s.CeilHeight : s.CeilSlopeOffset);
|
||||
}
|
||||
|
@ -906,12 +906,12 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
}
|
||||
|
||||
// Clear horizontal slopes
|
||||
if((float)Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()), 3) == 90f)
|
||||
if(Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()), 3) == 90.0)
|
||||
{
|
||||
s.FloorSlope = new Vector3D();
|
||||
s.FloorSlopeOffset = float.NaN;
|
||||
}
|
||||
if((float)Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 3) == 270f)
|
||||
if(Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 3) == 270.0)
|
||||
{
|
||||
s.CeilSlope = new Vector3D();
|
||||
s.CeilSlopeOffset = float.NaN;
|
||||
|
@ -1237,7 +1237,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "rotationfloor", sectorprops[s].FloorRotation, 0f);
|
||||
UniFields.SetFloat(s.Fields, "rotationfloor", sectorprops[s].FloorRotation, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1247,7 +1247,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "rotationfloor", floorRotation.GetResultFloat(sectorprops[s].FloorRotation), 0f);
|
||||
UniFields.SetFloat(s.Fields, "rotationfloor", floorRotation.GetResultFloat(sectorprops[s].FloorRotation), 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1271,7 +1271,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "rotationceiling", sectorprops[s].CeilRotation, 0f);
|
||||
UniFields.SetFloat(s.Fields, "rotationceiling", sectorprops[s].CeilRotation, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1281,7 +1281,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "rotationceiling", ceilRotation.GetResultFloat(sectorprops[s].CeilRotation), 0f);
|
||||
UniFields.SetFloat(s.Fields, "rotationceiling", ceilRotation.GetResultFloat(sectorprops[s].CeilRotation), 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1659,9 +1659,9 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
if(s.FloorSlope.GetLengthSq() > 0)
|
||||
{
|
||||
float anglexy = General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
|
||||
float anglez = -(float)Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()) - 90, 1);
|
||||
float offset = (float)Math.Round(GetVirtualSlopeOffset(s, floorslopecontrol.PivotMode, true), 1);
|
||||
double anglexy = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleXY()) - 180, 1));
|
||||
double anglez = -Math.Round(Angle2D.RadToDeg(s.FloorSlope.GetAngleZ()) - 90, 1);
|
||||
double offset = Math.Round(GetVirtualSlopeOffset(s, floorslopecontrol.PivotMode, true), 1);
|
||||
|
||||
if(anglexy >= 180 && anglez < 0)
|
||||
{
|
||||
|
@ -1673,7 +1673,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
}
|
||||
else
|
||||
{
|
||||
floorslopecontrol.SetValues(0f, 0f, s.FloorHeight, first);
|
||||
floorslopecontrol.SetValues(0.0, 0.0, s.FloorHeight, first);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1681,9 +1681,9 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
if(s.CeilSlope.GetLengthSq() > 0)
|
||||
{
|
||||
float anglexy = General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
|
||||
float anglez = -(float)(270 - Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 1));
|
||||
float offset = (float)Math.Round(GetVirtualSlopeOffset(s, ceilingslopecontrol.PivotMode, false), 1);
|
||||
double anglexy = General.ClampAngle(Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleXY()) - 180, 1));
|
||||
double anglez = -(270 - Math.Round(Angle2D.RadToDeg(s.CeilSlope.GetAngleZ()), 1));
|
||||
double offset = Math.Round(GetVirtualSlopeOffset(s, ceilingslopecontrol.PivotMode, false), 1);
|
||||
|
||||
if(anglexy >= 180 && anglez < 0)
|
||||
{
|
||||
|
@ -1695,7 +1695,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
}
|
||||
else
|
||||
{
|
||||
ceilingslopecontrol.SetValues(0f, 0f, s.CeilHeight, first);
|
||||
ceilingslopecontrol.SetValues(0.0, 0.0, s.CeilHeight, first);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1942,7 +1942,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "ceilingglowheight", sectorprops[s].CeilGlowHeight, 0f);
|
||||
UniFields.SetFloat(s.Fields, "ceilingglowheight", sectorprops[s].CeilGlowHeight, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1950,14 +1950,14 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
double value = General.Clamp(ceilingglowheight.GetResultFloat(sectorprops[s].CeilGlowHeight), 0f, float.MaxValue);
|
||||
UniFields.SetFloat(s.Fields, "ceilingglowheight", value, 0f);
|
||||
double value = General.Clamp(ceilingglowheight.GetResultFloat(sectorprops[s].CeilGlowHeight), 0.0, double.MaxValue);
|
||||
UniFields.SetFloat(s.Fields, "ceilingglowheight", value, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Update "Reset" button
|
||||
resetceilingglowheight.Visible = (ceilingglowheight.GetResultFloat(0f) != 0f);
|
||||
resetceilingglowheight.Visible = (ceilingglowheight.GetResultFloat(0.0) != 0.0);
|
||||
|
||||
// Show height warning?
|
||||
UpdateCeilingGlowHeightWarning();
|
||||
|
@ -1976,7 +1976,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
UniFields.SetFloat(s.Fields, "floorglowheight", sectorprops[s].FloorGlowHeight, 0f);
|
||||
UniFields.SetFloat(s.Fields, "floorglowheight", sectorprops[s].FloorGlowHeight, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
@ -1984,14 +1984,14 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
foreach(Sector s in sectors)
|
||||
{
|
||||
double value = General.Clamp(floorglowheight.GetResultFloat(sectorprops[s].FloorGlowHeight), 0f, double.MaxValue);
|
||||
UniFields.SetFloat(s.Fields, "floorglowheight", value, 0f);
|
||||
double value = General.Clamp(floorglowheight.GetResultFloat(sectorprops[s].FloorGlowHeight), 0.0, double.MaxValue);
|
||||
UniFields.SetFloat(s.Fields, "floorglowheight", value, 0.0);
|
||||
s.UpdateNeeded = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Update "Reset" button
|
||||
resetfloorglowheight.Visible = (floorglowheight.GetResultFloat(0f) != 0f);
|
||||
resetfloorglowheight.Visible = (floorglowheight.GetResultFloat(0.0) != 0.0);
|
||||
|
||||
// Show height warning?
|
||||
UpdateFloorGlowHeightWarning();
|
||||
|
|
|
@ -585,7 +585,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
double z = posZ.GetResultFloat(thingprops[i++].Z);
|
||||
if(useabsoluteheight && !posZ.CheckIsRelative() && t.Sector != null)
|
||||
z -= (float)Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position.x, t.Position.y), General.Map.FormatInterface.VertexDecimals);
|
||||
z -= Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position.x, t.Position.y), General.Map.FormatInterface.VertexDecimals);
|
||||
t.Move(new Vector3D(t.Position.x, t.Position.y, z));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -198,7 +198,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
double floorheight = (ft.Sector != null ? Sector.GetFloorPlane(ft.Sector).GetZ(ft.Position) : 0);
|
||||
posX.Text = (ft.Position.x).ToString();
|
||||
posY.Text = (ft.Position.y).ToString();
|
||||
posZ.Text = (useabsoluteheight ? ((float)Math.Round(ft.Position.z + floorheight, General.Map.FormatInterface.VertexDecimals)).ToString() : (ft.Position.z).ToString());
|
||||
posZ.Text = (useabsoluteheight ? (Math.Round(ft.Position.z + floorheight, General.Map.FormatInterface.VertexDecimals)).ToString() : (ft.Position.z).ToString());
|
||||
posX.ButtonStep = General.Map.Grid.GridSize;
|
||||
posY.ButtonStep = General.Map.Grid.GridSize;
|
||||
posZ.ButtonStep = General.Map.Grid.GridSize;
|
||||
|
@ -271,7 +271,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
if((t.Position.y).ToString() != posY.Text) posY.Text = "";
|
||||
if(useabsoluteheight && t.Sector != null)
|
||||
{
|
||||
if(((float)Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position) + t.Position.z, General.Map.FormatInterface.VertexDecimals)).ToString() != posZ.Text)
|
||||
if((Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position) + t.Position.z, General.Map.FormatInterface.VertexDecimals)).ToString() != posZ.Text)
|
||||
posZ.Text = "";
|
||||
}
|
||||
else if((t.Position.z).ToString() != posZ.Text)
|
||||
|
@ -610,13 +610,13 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
Thing ft = General.GetByIndex(things, 0);
|
||||
double z = ft.Position.z;
|
||||
if(useabsoluteheight && ft.Sector != null) z += Sector.GetFloorPlane(ft.Sector).GetZ(ft.Position);
|
||||
posZ.Text = ((float)Math.Round(z, General.Map.FormatInterface.VertexDecimals)).ToString();
|
||||
posZ.Text = Math.Round(z, General.Map.FormatInterface.VertexDecimals).ToString();
|
||||
|
||||
foreach(Thing t in things)
|
||||
{
|
||||
z = t.Position.z;
|
||||
if(useabsoluteheight && t.Sector != null) z += Sector.GetFloorPlane(t.Sector).GetZ(t.Position);
|
||||
string ztext = ((float)Math.Round(z, General.Map.FormatInterface.VertexDecimals)).ToString();
|
||||
string ztext = Math.Round(z, General.Map.FormatInterface.VertexDecimals).ToString();
|
||||
if(posZ.Text != ztext)
|
||||
{
|
||||
posZ.Text = "";
|
||||
|
@ -720,7 +720,7 @@ namespace CodeImp.DoomBuilder.Windows
|
|||
{
|
||||
double z = posZ.GetResultFloat(thingprops[i++].Z);
|
||||
if(useabsoluteheight && !posZ.CheckIsRelative() && t.Sector != null)
|
||||
z -= (float)Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position.x, t.Position.y), General.Map.FormatInterface.VertexDecimals);
|
||||
z -= Math.Round(Sector.GetFloorPlane(t.Sector).GetZ(t.Position.x, t.Position.y), General.Map.FormatInterface.VertexDecimals);
|
||||
t.Move(new Vector3D(t.Position.x, t.Position.y, z));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -474,7 +474,7 @@ namespace CodeImp.DoomBuilder.BuilderEffects
|
|||
{
|
||||
foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
|
||||
{
|
||||
vd.Vertex.ZCeiling = vd.InitialCeilingHeight - (float)Math.Floor(curAmmount
|
||||
vd.Vertex.ZCeiling = vd.InitialCeilingHeight - Math.Floor(curAmmount
|
||||
* ModifyByOffsetMode(vd.JitterCeilingHeight, ceiloffsetmode.SelectedIndex));
|
||||
}
|
||||
}
|
||||
|
@ -506,7 +506,7 @@ namespace CodeImp.DoomBuilder.BuilderEffects
|
|||
{
|
||||
foreach(HeightOffsetVertexData vd in sectorData[i].Verts)
|
||||
{
|
||||
vd.Vertex.ZFloor = vd.InitialFloorHeight + (float)Math.Floor(curAmmount
|
||||
vd.Vertex.ZFloor = vd.InitialFloorHeight + Math.Floor(curAmmount
|
||||
* ModifyByOffsetMode(vd.JitterFloorHeight, flooroffsetmode.SelectedIndex));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -163,9 +163,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.ClassicModes
|
|||
//angle of line, connecting handles ControlledPoints
|
||||
double dirAngle = -Math.Atan2(handle.Pair.ControlledPoint.y - handle.ControlledPoint.y, handle.Pair.ControlledPoint.x - handle.ControlledPoint.x);
|
||||
double length = Math.Sqrt(Math.Pow(Math.Abs(pos.x), 2.0) + Math.Pow(Math.Abs(pos.y), 2.0));
|
||||
double mirroredAngle = angle + dirAngle * 2.0f;
|
||||
double mirroredAngle = angle + dirAngle * 2.0;
|
||||
|
||||
handle.Pair.RelativePosition = new Vector2D((float)Math.Sin(mirroredAngle) * length, (float)Math.Cos(mirroredAngle) * length);
|
||||
handle.Pair.RelativePosition = new Vector2D(Math.Sin(mirroredAngle) * length, Math.Cos(mirroredAngle) * length);
|
||||
}
|
||||
else if(form.CopyMode)
|
||||
{
|
||||
|
|
|
@ -150,8 +150,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
//calculate some identities of a circle segment (refer to the graph in the url above)
|
||||
double c = line.Length;
|
||||
|
||||
double d = (c / (float)Math.Tan(theta / 2)) / 2;
|
||||
double R = d / (float)Math.Cos(theta / 2);
|
||||
double d = (c /Math.Tan(theta / 2)) / 2;
|
||||
double R = d / Math.Cos(theta / 2);
|
||||
double h = R - d;
|
||||
|
||||
double yDeform = (fixedcurve ? 1 : distance / h);
|
||||
|
|
|
@ -115,8 +115,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
Vector2D[] shape = new Vector2D[subdivisions + 1];
|
||||
|
||||
bool doBevel = false;
|
||||
float hw = width / 2.0f;
|
||||
float hh = height / 2.0f;
|
||||
double hw = width / 2.0;
|
||||
double hh = height / 2.0;
|
||||
|
||||
Vector2D center = new Vector2D(pStart.x + hw, pStart.y + hh);
|
||||
double curAngle = angle;
|
||||
|
@ -127,13 +127,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
double px, py;
|
||||
if(doBevel)
|
||||
{
|
||||
px = (center.x - (float)Math.Sin(curAngle) * (hw + currentbevelwidth));
|
||||
py = (center.y - (float)Math.Cos(curAngle) * (hh + currentbevelwidth));
|
||||
px = (center.x - Math.Sin(curAngle) * (hw + currentbevelwidth));
|
||||
py = (center.y - Math.Cos(curAngle) * (hh + currentbevelwidth));
|
||||
}
|
||||
else
|
||||
{
|
||||
px = (center.x - (float)Math.Sin(curAngle) * hw);
|
||||
py = (center.y - (float)Math.Cos(curAngle) * hh);
|
||||
px = (center.x - Math.Sin(curAngle) * hw);
|
||||
py = (center.y - Math.Cos(curAngle) * hh);
|
||||
}
|
||||
doBevel = !doBevel;
|
||||
shape[i] = new Vector2D(px, py);
|
||||
|
@ -159,8 +159,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
// Calculate scalers
|
||||
double scalerx = 1.0f;
|
||||
double scalery = 1.0f;
|
||||
double scalerx = 1.0;
|
||||
double scalery = 1.0;
|
||||
|
||||
if(minx != pStart.x || maxx != pEnd.x)
|
||||
scalerx = (pEnd.x - pStart.x) / (maxx - minx);
|
||||
|
@ -192,7 +192,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(miny != pStart.y) offset.y = pStart.y - miny;
|
||||
|
||||
// Apply offset...
|
||||
if(offset.x != 0.0f || offset.y != 0.0f)
|
||||
if(offset.x != 0.0 || offset.y != 0.0)
|
||||
for(int i = 0; i < shape.Length; i++) shape[i] += offset;
|
||||
|
||||
// Done
|
||||
|
|
|
@ -475,7 +475,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
Line2D dline = new Line2D(mousemappos, points[points.Count - 1].pos);
|
||||
bool foundintersection = false;
|
||||
double u = 0.0f;
|
||||
double u = 0.0;
|
||||
List<Line2D> blines = new List<Line2D>();
|
||||
|
||||
// lines for left, top, right and bottom boundaries
|
||||
|
@ -491,7 +491,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
// only check for intersection if the last set point is not on the
|
||||
// line we are checking against
|
||||
if(blines[i].GetSideOfLine(points[points.Count - 1].pos) != 0.0f)
|
||||
if(blines[i].GetSideOfLine(points[points.Count - 1].pos) != 0.0)
|
||||
{
|
||||
foundintersection = blines[i].GetIntersection(dline, out u);
|
||||
}
|
||||
|
@ -520,8 +520,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
else
|
||||
{
|
||||
// Normal position
|
||||
p.pos.x = (float)Math.Round(vm.x); //mxd
|
||||
p.pos.y = (float)Math.Round(vm.y); //mxd
|
||||
p.pos.x = Math.Round(vm.x); //mxd
|
||||
p.pos.y = Math.Round(vm.y); //mxd
|
||||
|
||||
return p;
|
||||
}
|
||||
|
|
|
@ -898,8 +898,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
double trotation = rotateoffsets ? (si.Rotation + texrotation) : (si.Rotation);
|
||||
Vector2D offset = selectioncenter.GetRotated(trotation);
|
||||
|
||||
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, (float)Math.Round(-offset.x, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, (float)Math.Round(offset.y, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["xpanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(-offset.x, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["ypanning" + si.Part] = new UniValue(UniversalType.Float, Math.Round(offset.y, General.Map.FormatInterface.VertexDecimals));
|
||||
|
||||
}
|
||||
// Restore texture offsets
|
||||
|
@ -911,7 +911,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
// Update rotation
|
||||
if(rotateoffsets)
|
||||
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, General.ClampAngle((float)Math.Round(Angle2D.RadToDeg(si.Rotation + texrotation), General.Map.FormatInterface.VertexDecimals)));
|
||||
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, General.ClampAngle(Math.Round(Angle2D.RadToDeg(si.Rotation + texrotation), General.Map.FormatInterface.VertexDecimals)));
|
||||
// Restore rotation
|
||||
else
|
||||
fields["rotation" + si.Part] = new UniValue(UniversalType.AngleDegreesFloat, Angle2D.RadToDeg(si.Rotation));
|
||||
|
@ -919,8 +919,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// Update scale
|
||||
if(scaleoffsets)
|
||||
{
|
||||
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, (float) Math.Round(si.Scale.x * scale.x, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, (float) Math.Round(-si.Scale.y * scale.y, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["xscale" + si.Part] = new UniValue(UniversalType.Float, Math.Round(si.Scale.x * scale.x, General.Map.FormatInterface.VertexDecimals));
|
||||
fields["yscale" + si.Part] = new UniValue(UniversalType.Float, Math.Round(-si.Scale.y * scale.y, General.Map.FormatInterface.VertexDecimals));
|
||||
}
|
||||
// Restore scale
|
||||
else
|
||||
|
|
|
@ -640,8 +640,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
fp = WorldToTex(fp);
|
||||
|
||||
// Snap to the nearest left-top corner
|
||||
fp.x = (float)Math.Floor(fp.x / texture.ScaledWidth) * texture.ScaledWidth;
|
||||
fp.y = (float)Math.Ceiling(fp.y / texture.ScaledHeight) * texture.ScaledHeight;
|
||||
fp.x = Math.Floor(fp.x / texture.ScaledWidth) * texture.ScaledWidth;
|
||||
fp.y = Math.Ceiling(fp.y / texture.ScaledHeight) * texture.ScaledHeight;
|
||||
|
||||
// Now move the offset so that the 0,0 point is at this location
|
||||
// We want to work with the 0,0 location because it makes things easier.
|
||||
|
|
|
@ -290,11 +290,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
s.Fields.BeforeFieldsChange();
|
||||
|
||||
float sourceAngle = (float)Math.Round(General.ClampAngle(alignToFrontSide ? -Angle2D.RadToDeg(l.Angle) + 90 : -Angle2D.RadToDeg(l.Angle) - 90), 1);
|
||||
double sourceAngle = Math.Round(General.ClampAngle(alignToFrontSide ? -Angle2D.RadToDeg(l.Angle) + 90 : -Angle2D.RadToDeg(l.Angle) - 90), 1);
|
||||
if(!alignToFrontSide) sourceAngle = General.ClampAngle(sourceAngle + 180);
|
||||
|
||||
//update angle
|
||||
UniFields.SetFloat(s.Fields, (alignFloors ? "rotationfloor" : "rotationceiling"), sourceAngle, 0f);
|
||||
UniFields.SetFloat(s.Fields, (alignFloors ? "rotationfloor" : "rotationceiling"), sourceAngle, 0.0);
|
||||
|
||||
//update offset
|
||||
Vector2D offset = (alignToFrontSide ? l.Start.Position : l.End.Position).GetRotated(Angle2D.DegToRad(sourceAngle));
|
||||
|
|
|
@ -2016,8 +2016,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
foreach(Sector s in orderedselection)
|
||||
{
|
||||
s.Fields.BeforeFieldsChange();
|
||||
float u = index / (float) (orderedselection.Count - 1);
|
||||
float b = (float)Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode));
|
||||
double u = index / (orderedselection.Count - 1);
|
||||
double b = Math.Round(InterpolationTools.Interpolate(startbrightness, endbrightness, u, interpolationmode));
|
||||
|
||||
//absolute flag set?
|
||||
if(s.Fields.GetValue(lightAbsKey, false))
|
||||
|
|
|
@ -86,11 +86,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// the lines may be touching at the ends when sharing the same vertex.
|
||||
if(General.Map.FormatInterface.VertexDecimals > 0) //mxd
|
||||
{
|
||||
lu = (float)Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
|
||||
du = (float)Math.Round(du, General.Map.FormatInterface.VertexDecimals);
|
||||
lu = Math.Round(lu, General.Map.FormatInterface.VertexDecimals);
|
||||
du = Math.Round(du, General.Map.FormatInterface.VertexDecimals);
|
||||
}
|
||||
|
||||
if((lu > 0.0f) && (lu < 1.0f) && (du > 0.0f) && (du < 1.0f))
|
||||
if((lu > 0.0) && (lu < 1.0) && (du > 0.0) && (du < 1.0))
|
||||
{
|
||||
// Check if not the same sector on all sides
|
||||
Sector samesector = null;
|
||||
|
|
|
@ -48,7 +48,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
foreach(Linedef l in block.Lines)
|
||||
{
|
||||
if(v == l.Start || v == l.End) continue;
|
||||
if((float)Math.Round(l.Line.GetDistanceToLine(v.Position, true), 3) == 0)
|
||||
if(Math.Round(l.Line.GetDistanceToLine(v.Position, true), 3) == 0)
|
||||
SubmitResult(new ResultVertexOverlappingLine(v, l));
|
||||
}
|
||||
|
||||
|
|
|
@ -189,13 +189,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
continue;
|
||||
|
||||
// Not aligned if scaley is not equal
|
||||
float targetscaley = GetSidedefValue(target, targetparttype, "scaley", 1.0f);
|
||||
double targetscaley = GetSidedefValue(target, targetparttype, "scaley", 1.0);
|
||||
if(targetscaley != linescaley)
|
||||
{
|
||||
SubmitResult(new ResultTexturesMisaligned(sidedef, target, texturename));
|
||||
}
|
||||
|
||||
float targetscalex = GetSidedefValue(target, targetparttype, "scalex", 1.0f);
|
||||
double targetscalex = GetSidedefValue(target, targetparttype, "scalex", 1.0);
|
||||
|
||||
alignedY %= texture.Height;
|
||||
if(alignedY < 0) alignedY += texture.Height;
|
||||
|
@ -238,7 +238,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
continue;
|
||||
|
||||
// Not aligned if scaley is not equal
|
||||
float targetscaley = GetSidedefValue(target, targetparttype, "scaley", 1.0f);
|
||||
double targetscaley = GetSidedefValue(target, targetparttype, "scaley", 1.0);
|
||||
if(targetscaley != linescaley)
|
||||
{
|
||||
SubmitResult(new ResultTexturesMisaligned(sidedef, target, texturename));
|
||||
|
@ -247,7 +247,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
alignedY %= texture.Height;
|
||||
if(alignedY < 0) alignedY += texture.Height;
|
||||
|
||||
int alignedX = (target.OffsetX + (int)GetSidedefValue(target, targetparttype, "offsetx", 0f) - (int)Math.Round(sidedef.Line.Length / scalex * linescalex)) % texture.Width;
|
||||
int alignedX = (target.OffsetX + (int)GetSidedefValue(target, targetparttype, "offsetx", 0.0) - (int)Math.Round(sidedef.Line.Length / scalex * linescalex)) % texture.Width;
|
||||
if(alignedX < 0) alignedX += texture.Width;
|
||||
|
||||
// Submit result if target offsets don't match expected ones
|
||||
|
@ -261,18 +261,18 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
}
|
||||
|
||||
private static float GetSidedefValue(Sidedef target, VisualGeometryType targetparttype, string key, float defaultvalue)
|
||||
private static double GetSidedefValue(Sidedef target, VisualGeometryType targetparttype, string key, double defaultvalue)
|
||||
{
|
||||
switch(targetparttype)
|
||||
{
|
||||
case VisualGeometryType.WALL_UPPER:
|
||||
return (float)Math.Round(UniFields.GetFloat(target.Fields, key + "_top", defaultvalue), 3);
|
||||
return Math.Round(UniFields.GetFloat(target.Fields, key + "_top", defaultvalue), 3);
|
||||
|
||||
case VisualGeometryType.WALL_MIDDLE:
|
||||
return (float)Math.Round(UniFields.GetFloat(target.Fields, key + "_mid", defaultvalue), 3);
|
||||
return Math.Round(UniFields.GetFloat(target.Fields, key + "_mid", defaultvalue), 3);
|
||||
|
||||
case VisualGeometryType.WALL_LOWER:
|
||||
return (float)Math.Round(UniFields.GetFloat(target.Fields, key + "_bottom", defaultvalue), 3);
|
||||
return Math.Round(UniFields.GetFloat(target.Fields, key + "_bottom", defaultvalue), 3);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -292,16 +292,16 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
Sector.Sector.Fields.BeforeFieldsChange();
|
||||
|
||||
//find an angle to rotate texture
|
||||
float sourceAngle = (float)Math.Round(General.ClampAngle(isFront ? -Angle2D.RadToDeg(targetLine.Angle) + 90 : -Angle2D.RadToDeg(targetLine.Angle) - 90), 1);
|
||||
double sourceAngle = Math.Round(General.ClampAngle(isFront ? -Angle2D.RadToDeg(targetLine.Angle) + 90 : -Angle2D.RadToDeg(targetLine.Angle) - 90), 1);
|
||||
if(!isFront) sourceAngle = General.ClampAngle(sourceAngle + 180);
|
||||
|
||||
//update angle
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "rotationfloor" : "rotationceiling"), sourceAngle, 0f);
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "rotationfloor" : "rotationceiling"), sourceAngle, 0.0);
|
||||
|
||||
// Scale texture if it's a slope and the appropriate option is set
|
||||
if (level.plane.Normal.z != 1.0f && BuilderPlug.Me.ScaleTexturesOnSlopes != 2)
|
||||
{
|
||||
Vector2D basescale = new Vector2D(1.0f, 1.0f);
|
||||
Vector2D basescale = new Vector2D(1.0, 1.0);
|
||||
|
||||
// User wants to use the current scale as a base?
|
||||
if(BuilderPlug.Me.ScaleTexturesOnSlopes == 1)
|
||||
|
@ -325,8 +325,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
//set scale
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xscalefloor" : "xscaleceiling"), scaleX, 1.0f);
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "yscalefloor" : "yscaleceiling"), scaleY, 1.0f);
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "xscalefloor" : "xscaleceiling"), scaleX, 1.0);
|
||||
UniFields.SetFloat(Sector.Sector.Fields, (isFloor ? "yscalefloor" : "yscaleceiling"), scaleY, 1.0);
|
||||
|
||||
//update offset
|
||||
double distToStart = Vector2D.Distance(hitpos, targetLine.Start.Position);
|
||||
|
@ -925,7 +925,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// Set new angle
|
||||
Sector s = GetControlSector();
|
||||
s.Fields.BeforeFieldsChange();
|
||||
UniFields.SetFloat(s.Fields, key, angle, 0.0f);
|
||||
UniFields.SetFloat(s.Fields, key, angle, 0.0);
|
||||
|
||||
// Mark as changed
|
||||
changed = true;
|
||||
|
|
|
@ -709,7 +709,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
if (options.AutoWidth)
|
||||
{
|
||||
horizontalrepeat = (float)Math.Round(linelength / patternwidth);
|
||||
horizontalrepeat = Math.Round(linelength / patternwidth);
|
||||
|
||||
if (horizontalrepeat == 0)
|
||||
horizontalrepeat = 1.0f;
|
||||
|
@ -723,14 +723,14 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
offsetx = -Sidedef.OffsetX - options.ControlSideOffsetX;
|
||||
}
|
||||
|
||||
UniFields.SetFloat(controlside.Fields, "scalex_" + partname, (float)Math.Round(scalex, General.Map.FormatInterface.VertexDecimals), 1.0f);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsetx_" + partname, offsetx, 0.0f);
|
||||
UniFields.SetFloat(controlside.Fields, "scalex_" + partname, Math.Round(scalex, General.Map.FormatInterface.VertexDecimals), 1.0);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsetx_" + partname, offsetx, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Restore initial offsets
|
||||
UniFields.SetFloat(controlside.Fields, "scalex_" + partname, options.InitialScaleX, 1.0f);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsetx_" + partname, options.InitialOffsetX, 0.0f);
|
||||
UniFields.SetFloat(controlside.Fields, "scalex_" + partname, options.InitialScaleX, 1.0);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsetx_" + partname, options.InitialOffsetX, 0.0);
|
||||
}
|
||||
|
||||
// Fit height
|
||||
|
@ -746,7 +746,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
if (options.AutoHeight)
|
||||
{
|
||||
verticalrepeat = (float)Math.Round((float)options.GlobalBounds.Height / patternheight);
|
||||
verticalrepeat = Math.Round((float)options.GlobalBounds.Height / patternheight);
|
||||
|
||||
if (verticalrepeat == 0)
|
||||
verticalrepeat = 1.0f;
|
||||
|
@ -755,7 +755,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
verticalrepeat /= Texture.Height / patternheight;
|
||||
}
|
||||
|
||||
scaley = Texture.ScaledHeight / (options.Bounds.Height * ((float)options.GlobalBounds.Height / options.Bounds.Height)) * verticalrepeat;
|
||||
scaley = Texture.ScaledHeight / (options.Bounds.Height * ((double)options.GlobalBounds.Height / options.Bounds.Height)) * verticalrepeat;
|
||||
|
||||
if(this is VisualLower) // Special cases, special cases...
|
||||
{
|
||||
|
@ -778,10 +778,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
if (options.AutoHeight)
|
||||
{
|
||||
verticalrepeat = (float)Math.Round((float)options.Bounds.Height / patternheight);
|
||||
verticalrepeat = Math.Round((double)options.Bounds.Height / patternheight);
|
||||
|
||||
if (verticalrepeat == 0)
|
||||
verticalrepeat = 1.0f;
|
||||
verticalrepeat = 1.0;
|
||||
|
||||
if (options.PatternHeight > 0)
|
||||
verticalrepeat /= Texture.Height / patternheight;
|
||||
|
@ -801,15 +801,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
}
|
||||
|
||||
UniFields.SetFloat(controlside.Fields, "scaley_" + partname, (float)Math.Round(scaley, General.Map.FormatInterface.VertexDecimals), 1.0f);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsety_" + partname, (float)Math.Round(offsety, General.Map.FormatInterface.VertexDecimals), 0.0f);
|
||||
UniFields.SetFloat(controlside.Fields, "scaley_" + partname, (float)Math.Round(scaley, General.Map.FormatInterface.VertexDecimals), 1.0);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsety_" + partname, (float)Math.Round(offsety, General.Map.FormatInterface.VertexDecimals), 0.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Restore initial offsets
|
||||
UniFields.SetFloat(controlside.Fields, "scaley_" + partname, options.InitialScaleY, 1.0f);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsety_" + partname, options.InitialOffsetY, 0.0f);
|
||||
UniFields.SetFloat(controlside.Fields, "scaley_" + partname, options.InitialScaleY, 1.0);
|
||||
UniFields.SetFloat(Sidedef.Fields, "offsety_" + partname, options.InitialOffsetY, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -618,8 +618,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
if(coordinates.Length == 0) return null;
|
||||
|
||||
direction.x = (float)Math.Round(direction.x);
|
||||
direction.y = (float)Math.Round(direction.y);
|
||||
direction.x = Math.Round(direction.x);
|
||||
direction.y = Math.Round(direction.y);
|
||||
|
||||
Vector3D[] translatedCoords = new Vector3D[coordinates.Length];
|
||||
|
||||
|
@ -667,7 +667,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
//move them
|
||||
for(int i = 0; i < coordinates.Length; i++)
|
||||
translatedCoords[i] = new Vector3D((float)Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), (float)Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), (float)Math.Round(coordinates[i].z));
|
||||
translatedCoords[i] = new Vector3D(Math.Round(direction.x - (selectionCenter.x - coordinates[i].x)), Math.Round(direction.y - (selectionCenter.y - coordinates[i].y)), Math.Round(coordinates[i].z));
|
||||
|
||||
return translatedCoords;
|
||||
}
|
||||
|
@ -4487,18 +4487,18 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
//mxd. Apply Scale
|
||||
if(matchtop)
|
||||
{
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scalex_top", first.scaleX, 1.0f);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0f);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scalex_top", first.scaleX, 1.0);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scaley_top", j.scaleY, 1.0);
|
||||
}
|
||||
if(matchmid)
|
||||
{
|
||||
UniFields.SetFloat(j.controlSide.Fields, "scalex_mid", first.scaleX, 1.0f);
|
||||
UniFields.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0f);
|
||||
UniFields.SetFloat(j.controlSide.Fields, "scalex_mid", first.scaleX, 1.0);
|
||||
UniFields.SetFloat(j.controlSide.Fields, "scaley_mid", j.scaleY, 1.0);
|
||||
}
|
||||
if(matchbottom)
|
||||
{
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scalex_bottom", first.scaleX, 1.0f);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0f);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scalex_bottom", first.scaleX, 1.0);
|
||||
UniFields.SetFloat(j.sidedef.Fields, "scaley_bottom", j.scaleY, 1.0);
|
||||
}
|
||||
|
||||
if(j.forward)
|
||||
|
@ -4615,7 +4615,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
}
|
||||
|
||||
j.sidedef.Fields["offsety_mid"] = new UniValue(UniversalType.Float,
|
||||
(float)Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||||
Math.Round(offset, General.Map.FormatInterface.VertexDecimals)); //mxd
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -4626,12 +4626,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
// If the texture gets replaced with a "hires" texture it adds more fuckery
|
||||
if (texture is HiResImage)
|
||||
forwardoffset = j.offsetx + (float)Math.Round(((float)Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
forwardoffset = j.offsetx + Math.Round((Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
else
|
||||
forwardoffset = j.offsetx + (float)Math.Round(((float)Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
forwardoffset = j.offsetx + Math.Round((Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
}
|
||||
else
|
||||
forwardoffset = (float)Math.Round((j.offsetx + (float)Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
forwardoffset = Math.Round((j.offsetx + Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
|
||||
// Done this sidedef
|
||||
j.sidedef.Marked = true;
|
||||
|
@ -4656,12 +4656,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
// If the texture gets replaced with a "hires" texture it adds more fuckery
|
||||
if (texture is HiResImage)
|
||||
offset = (float)Math.Round((j.offsetx - j.sidedef.OffsetX - (float)Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
else
|
||||
offset = (float)Math.Round((j.offsetx - j.sidedef.OffsetX - (float)Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length) / scalex * first.scaleX) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
}
|
||||
else
|
||||
offset = (float)Math.Round((j.offsetx - j.sidedef.OffsetX - (float)Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
offset = Math.Round((j.offsetx - j.sidedef.OffsetX - Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
|
||||
if(matchtop)
|
||||
{
|
||||
|
@ -4731,7 +4731,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
else
|
||||
{
|
||||
ImageData tex = General.Map.Data.GetTextureImage(j.sidedef.LongMiddleTexture);
|
||||
double scale = !worldpanning ? j.scaleY / scaley : 1.0f;
|
||||
double scale = !worldpanning ? j.scaleY / scaley : 1.0;
|
||||
offset = Tools.GetSidedefMiddleOffsetY(j.sidedef, offset, scale, true);
|
||||
|
||||
if(tex != null && tex.IsImageLoaded)
|
||||
|
@ -4778,12 +4778,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
{
|
||||
// If the texture gets replaced with a "hires" texture it adds more fuckery
|
||||
if (texture is HiResImage)
|
||||
backwardoffset = (float)Math.Round((j.offsetx - (float)Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length) / scalex) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
else
|
||||
backwardoffset = (float)Math.Round((j.offsetx - (float)Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length) / scalex * Math.Abs(first.scaleX)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
}
|
||||
else
|
||||
backwardoffset = (float)Math.Round((j.offsetx - (float)Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
backwardoffset = Math.Round((j.offsetx - Math.Round(j.sidedef.Line.Length)) % vwidth, General.Map.FormatInterface.VertexDecimals);
|
||||
|
||||
// Done this sidedef
|
||||
j.sidedef.Marked = true;
|
||||
|
|
|
@ -813,15 +813,15 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
if(incrementX != 0)
|
||||
{
|
||||
float pix = (int)Math.Round(sprite.Width * scaleX) + incrementX;
|
||||
float newscaleX = (float)Math.Round(pix / sprite.Width, 3);
|
||||
double pix = (int)Math.Round(sprite.Width * scaleX) + incrementX;
|
||||
double newscaleX = Math.Round(pix / sprite.Width, 3);
|
||||
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
|
||||
}
|
||||
|
||||
if(incrementY != 0)
|
||||
{
|
||||
float pix = (int)Math.Round(sprite.Height * scaleY) + incrementY;
|
||||
float newscaleY = (float)Math.Round(pix / sprite.Height, 3);
|
||||
double pix = (int)Math.Round(sprite.Height * scaleY) + incrementY;
|
||||
double newscaleY = Math.Round(pix / sprite.Height, 3);
|
||||
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
|
||||
}
|
||||
|
||||
|
|
|
@ -93,7 +93,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
double angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle));
|
||||
double vangle = Angle2D.DegToRad(General.Clamp(t.Args[0], 0, 180)); //mxd. Don't underestimate user stupidity (or curiosity)!
|
||||
Vector2D point = new Vector2D(t.Position.x + (float)Math.Cos(angle) * (float)Math.Sin(vangle), t.Position.y + (float)Math.Sin(angle) * (float)Math.Sin(vangle));
|
||||
Vector2D point = new Vector2D(t.Position.x + Math.Cos(angle) * Math.Sin(vangle), t.Position.y + Math.Sin(angle) * Math.Sin(vangle));
|
||||
Vector2D perpendicular = new Line2D(t.Position, point).GetPerpendicular();
|
||||
|
||||
Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);
|
||||
|
@ -101,13 +101,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
Vector3D v2 = new Vector3D(
|
||||
point.x + perpendicular.x,
|
||||
point.y + perpendicular.y,
|
||||
t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
|
||||
t.Position.z + t.Sector.CeilHeight + Math.Cos(vangle)
|
||||
);
|
||||
|
||||
Vector3D v3 = new Vector3D(
|
||||
point.x - perpendicular.x,
|
||||
point.y - perpendicular.y,
|
||||
t.Position.z + t.Sector.CeilHeight + (float)Math.Cos(vangle)
|
||||
t.Position.z + t.Sector.CeilHeight + Math.Cos(vangle)
|
||||
);
|
||||
|
||||
SectorData sd = data.Mode.GetSectorData(t.Sector);
|
||||
|
|
|
@ -26,7 +26,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(x == y) return 0; //mxd
|
||||
|
||||
//mxd. Handle surfaces with the same height
|
||||
float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
|
||||
double diff = Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
|
||||
if(diff == 0)
|
||||
{
|
||||
bool xislight = (x.type == SectorLevelType.Light || x.type == SectorLevelType.Glow);
|
||||
|
|
|
@ -315,7 +315,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
double pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
|
||||
double newscaleX = Math.Round(pix / Texture.Width, 3);
|
||||
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
|
||||
UniFields.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0f);
|
||||
UniFields.SetFloat(s.Fields, "xscaleceiling", scaleX, 1.0);
|
||||
}
|
||||
|
||||
if(incrementY != 0)
|
||||
|
@ -323,7 +323,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
double pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
|
||||
double newscaleY = Math.Round(pix / Texture.Height, 3);
|
||||
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
|
||||
UniFields.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0f);
|
||||
UniFields.SetFloat(s.Fields, "yscaleceiling", scaleY, 1.0);
|
||||
}
|
||||
|
||||
mode.SetActionResult("Ceiling scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ").");
|
||||
|
|
|
@ -273,7 +273,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(incrementX != 0)
|
||||
{
|
||||
double pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
|
||||
double newscaleX = (float)Math.Round(pix / Texture.Width, 3);
|
||||
double newscaleX = Math.Round(pix / Texture.Width, 3);
|
||||
scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
|
||||
UniFields.SetFloat(s.Fields, "xscalefloor", scaleX, 1.0);
|
||||
}
|
||||
|
@ -281,7 +281,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(incrementY != 0)
|
||||
{
|
||||
double pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
|
||||
double newscaleY = (float)Math.Round(pix / Texture.Height, 3);
|
||||
double newscaleY = Math.Round(pix / Texture.Height, 3);
|
||||
scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
|
||||
UniFields.SetFloat(s.Fields, "yscalefloor", scaleY, 1.0);
|
||||
}
|
||||
|
|
|
@ -152,21 +152,21 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float floorbias = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
|
||||
double floorbias = (Sidedef.Other.Sector.FloorHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
|
||||
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
||||
{
|
||||
if(Sidedef.Sector.CeilTexture == General.Map.Config.SkyFlatName && Sidedef.Other.Sector.CeilTexture == General.Map.Config.SkyFlatName)
|
||||
{
|
||||
// mxd. Replicate Doom texture offset glitch when front and back sector's ceilings are sky
|
||||
tp.tlt.y = (float)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
|
||||
tp.tlt.y = (double)Sidedef.Other.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
// When lower unpegged is set, the lower texture is bound to the bottom
|
||||
tp.tlt.y = (float) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
|
||||
tp.tlt.y = (double) Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.FloorHeight;
|
||||
}
|
||||
}
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (Sidedef.Other.Sector.FloorHeight - (Sidedef.Sector.FloorHeight + floorbias));
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -165,8 +165,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
|
||||
// We choose here.
|
||||
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
|
||||
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
|
||||
double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
|
||||
double sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
|
||||
|
||||
// Determine texture coordinates plane as they would be in normal circumstances.
|
||||
// We can then use this plane to find any texture coordinate we need.
|
||||
|
@ -175,9 +175,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
|
||||
double floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
|
||||
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -112,8 +112,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
|
||||
// For Vavoom type 3D floors the ceiling is lower than floor and they are reversed.
|
||||
// We choose here.
|
||||
float sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
|
||||
float sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
|
||||
double sourcetopheight = extrafloor.VavoomType ? sourceside.Sector.FloorHeight : sourceside.Sector.CeilHeight;
|
||||
double sourcebottomheight = extrafloor.VavoomType ? sourceside.Sector.CeilHeight : sourceside.Sector.FloorHeight;
|
||||
|
||||
// Determine texture coordinates plane as they would be in normal circumstances.
|
||||
// We can then use this plane to find any texture coordinate we need.
|
||||
|
@ -122,9 +122,9 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float floorbias = (sourcetopheight == sourcebottomheight) ? 1.0f : 0.0f;
|
||||
double floorbias = (sourcetopheight == sourcebottomheight) ? 1.0 : 0.0;
|
||||
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (sourcetopheight - sourcebottomheight) + floorbias;
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -152,17 +152,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
|
||||
float geotop = Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
|
||||
float geobottom = Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
|
||||
float zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd
|
||||
double floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
|
||||
double geotop = Math.Min(Sidedef.Sector.CeilHeight, Sidedef.Other.Sector.CeilHeight);
|
||||
double geobottom = Math.Max(Sidedef.Sector.FloorHeight, Sidedef.Other.Sector.FloorHeight);
|
||||
double zoffset = Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight; //mxd
|
||||
|
||||
// When lower unpegged is set, the middle texture is bound to the bottom
|
||||
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
||||
tp.tlt.y = tsz.y - (geotop - geobottom);
|
||||
|
||||
if(zoffset > 0) tp.tlt.y -= zoffset; //mxd
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -138,13 +138,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0f : 0.0f;
|
||||
double floorbias = (Sidedef.Sector.CeilHeight == Sidedef.Sector.FloorHeight) ? 1.0 : 0.0;
|
||||
if(Sidedef.Line.IsFlagSet(General.Map.Config.LowerUnpeggedFlag))
|
||||
{
|
||||
// When lower unpegged is set, the middle texture is bound to the bottom
|
||||
tp.tlt.y = tsz.y - (Sidedef.Sector.CeilHeight - Sidedef.Sector.FloorHeight);
|
||||
}
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Sector.FloorHeight + floorbias));
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -153,13 +153,13 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
// NOTE: I use a small bias for the floor height, because if the difference in
|
||||
// height is 0 then the TexturePlane doesn't work!
|
||||
TexturePlane tp = new TexturePlane();
|
||||
float ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0f : 0.0f;
|
||||
double ceilbias = (Sidedef.Other.Sector.CeilHeight == Sidedef.Sector.CeilHeight) ? 1.0 : 0.0;
|
||||
if(!Sidedef.Line.IsFlagSet(General.Map.Config.UpperUnpeggedFlag))
|
||||
{
|
||||
// When lower unpegged is set, the lower texture is bound to the bottom
|
||||
tp.tlt.y = tsz.y - ((float)Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight);
|
||||
tp.tlt.y = tsz.y - (Sidedef.Sector.CeilHeight - Sidedef.Other.Sector.CeilHeight);
|
||||
}
|
||||
tp.trb.x = tp.tlt.x + (float)Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.x = tp.tlt.x + Math.Round(Sidedef.Line.Length); //mxd. (G)ZDoom snaps texture coordinates to integral linedef length
|
||||
tp.trb.y = tp.tlt.y + (Sidedef.Sector.CeilHeight - (Sidedef.Other.Sector.CeilHeight + ceilbias));
|
||||
|
||||
// Apply texture offset
|
||||
|
|
|
@ -1070,7 +1070,7 @@ namespace CodeImp.DoomBuilder.StairSectorBuilderMode
|
|||
|
||||
v.stitch = true;
|
||||
v.stitchline = true;
|
||||
v.pos = new Vector2D((float)Math.Round(x, General.Map.FormatInterface.VertexDecimals), (float)Math.Round(y, General.Map.FormatInterface.VertexDecimals));
|
||||
v.pos = new Vector2D(Math.Round(x, General.Map.FormatInterface.VertexDecimals), Math.Round(y, General.Map.FormatInterface.VertexDecimals));
|
||||
|
||||
return v;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue