#region === Copyright (c) 2010 Pascal van der Heiden === using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using System; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectThingSlope : SectorEffect { // Thing used to create this effect // The thing is in the sector that must receive the slope private Thing thing; // Constructor public EffectThingSlope(SectorData data, Thing sourcething) : base(data) { thing = sourcething; // New effect added: This sector needs an update! if(data.Mode.VisualSectorExists(data.Sector)) { BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector); vs.UpdateSectorGeometry(true); } } // This makes sure we are updated with the source linedef information public override void Update() { ThingData td = data.Mode.GetThingData(thing); Thing t = thing; // Floor slope thing if(t.Type == 9502) { t.DetermineSector(data.Mode.BlockMap); if(t.Sector != null) { //mxd. Vertex zheight overrides this effect if(General.Map.UDMF && t.Sector.Sidedefs.Count == 3) { foreach(Sidedef side in t.Sector.Sidedefs) { if(!float.IsNaN(side.Line.Start.ZFloor) || !float.IsNaN(side.Line.End.ZFloor)) return; } } float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle)); float 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 perpendicular = new Line2D(t.Position, point).GetPerpendicular(); Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight); Vector3D v2 = new Vector3D( point.x + perpendicular.x, point.y + perpendicular.y, t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle) ); Vector3D v3 = new Vector3D( point.x - perpendicular.x, point.y - perpendicular.y, t.Position.z + t.Sector.FloorHeight + (float)Math.Cos(vangle) ); SectorData sd = data.Mode.GetSectorData(t.Sector); sd.AddUpdateSector(data.Sector, true); if(!sd.Updated) sd.Update(); td.AddUpdateSector(t.Sector, true); sd.Floor.plane = new Plane(v1, v2, v3, true); } } // Ceiling slope thing else if(t.Type == 9503) { t.DetermineSector(data.Mode.BlockMap); if(t.Sector != null) { //mxd. Vertex zheight overrides this effect if(General.Map.UDMF && t.Sector.Sidedefs.Count == 3) { foreach(Sidedef side in t.Sector.Sidedefs) { if(!float.IsNaN(side.Line.Start.ZCeiling) || !float.IsNaN(side.Line.End.ZCeiling)) return; } } float angle = Angle2D.DoomToReal((int)Angle2D.RadToDeg(t.Angle)); float 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 perpendicular = new Line2D(t.Position, point).GetPerpendicular(); Vector3D v1 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight); Vector3D v2 = new Vector3D( point.x + perpendicular.x, point.y + perpendicular.y, t.Position.z + t.Sector.CeilHeight + (float)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) ); SectorData sd = data.Mode.GetSectorData(t.Sector); sd.AddUpdateSector(data.Sector, true); if(!sd.Updated) sd.Update(); td.AddUpdateSector(t.Sector, true); sd.Ceiling.plane = new Plane(v1, v2, v3, false); } } } } }