Some refactoring to remove convoluted code

This commit is contained in:
biwa 2020-05-17 12:18:58 +02:00
parent caf7477d75
commit bccb1ace56

View file

@ -170,7 +170,6 @@ namespace CodeImp.DoomBuilder.BuilderModes
private ICollection<Vertex> unselectedvertices;
private ICollection<Linedef> unselectedlines;
private ICollection<Linedef> unstablelines; //mxd
private Dictionary<Sector, float[]> slopeheights;
private Dictionary<Sector, Vector2D> oldsectorcenters;
// Modification
@ -1329,34 +1328,17 @@ namespace CodeImp.DoomBuilder.BuilderModes
thingangle.Add(t.Angle);
}
// Get z heights of floor and ceiling slopes (from the center of the sector). This is used
// to easily compute the new slope after moving and rotating. We can't simply use the sector
// heights, since they might be wrong (as sector heights are technically irrelevant for slopes)
// Floor/ceiling heights are stored if there is no slope, but they won't get used anyway
// Important: this has to be done before the first call to UpdateGeometry, since that will change
// the sector and subsequently the bounding box, but not the slope
slopeheights = new Dictionary<Sector, float[]>();
oldsectorcenters = new Dictionary<Sector, Vector2D>();
foreach(Sector s in sectors)
// Get the centers of all selected sectors. This will later be used to update slopes more easily
if (General.Map.UDMF)
{
// Make sure the sector has a valid bounding box
s.UpdateBBox();
oldsectorcenters = new Dictionary<Sector, Vector2D>();
oldsectorcenters[s] = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
Vector2D center = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
float floorz = s.FloorHeight;
float ceilingz = s.CeilHeight;
if (!float.IsNaN(s.FloorSlopeOffset) && s.FloorSlope.IsNormalized())
floorz = new Plane(s.FloorSlope, s.FloorSlopeOffset).GetZ(center);
if (!float.IsNaN(s.CeilSlopeOffset) && s.CeilSlope.IsNormalized())
ceilingz = new Plane(s.CeilSlope, s.CeilSlopeOffset).GetZ(center);
slopeheights.Add(s, new float[] { floorz, ceilingz });
foreach (Sector s in sectors)
{
// Make sure the sector has a valid bounding box
s.UpdateBBox();
oldsectorcenters[s] = new Vector2D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2);
}
}
// Calculate size
@ -1629,7 +1611,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
//if (size.x < 0.0f) angle += Angle2D.PI;
//if (size.y < 0.0f) angle += Angle2D.PI;
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, slopeheights[s][0]);
// Get the center of the *new* sector position. Use the z value of the center *old* sector position
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, 0.0f);
center.z = new Plane(s.FloorSlope, s.FloorSlopeOffset).GetZ(oldsectorcenters[s]);
Plane p = new Plane(center, angle, -s.FloorSlope.GetAngleZ(), true);
s.FloorSlope = p.Normal;
s.FloorSlopeOffset = p.Offset;
@ -1644,6 +1629,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
continue;
float angle = cs.FloorSlope.GetAngleXY() + rotation + Angle2D.PIHALF;
// Get the center of the *new* tagged sector position. Use the z value of the center *old* tagged sector position
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, 0.0f);
center.z = new Plane(cs.FloorSlope, cs.FloorSlopeOffset).GetZ(oldsectorcenters[s]);
@ -1661,7 +1648,10 @@ namespace CodeImp.DoomBuilder.BuilderModes
//if (size.x < 0.0f) angle += Angle2D.PI;
//if (size.y < 0.0f) angle += Angle2D.PI;
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, slopeheights[s][1]);
// Get the center of the *new* sector position. Use the z value of the center *old* sector position
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, 0.0f);
center.z = new Plane(s.CeilSlope, s.CeilSlopeOffset).GetZ(oldsectorcenters[s]);
Plane p = new Plane(center, angle, -s.CeilSlope.GetAngleZ(), false);
s.CeilSlope = p.Normal;
s.CeilSlopeOffset = p.Offset;
@ -1676,6 +1666,8 @@ namespace CodeImp.DoomBuilder.BuilderModes
continue;
float angle = cs.CeilSlope.GetAngleXY() + rotation + Angle2D.PIHALF;
// Get the center of the *new* tagged sector position. Use the z value of the center *old* tagged sector position
Vector3D center = new Vector3D(s.BBox.X + s.BBox.Width / 2, s.BBox.Y + s.BBox.Height / 2, 0.0f);
center.z = new Plane(cs.CeilSlope, cs.CeilSlopeOffset).GetZ(oldsectorcenters[s]);