#region === Copyright (c) 2010 Pascal van der Heiden === using System; using System.Collections; using System.Collections.Generic; using System.Globalization; using System.Text; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectLineSlope : SectorEffect { // Linedef that is used to create this effect private Linedef linedef; // Constructor public EffectLineSlope(SectorData data, Linedef sourcelinedef) : base(data) { linedef = sourcelinedef; // 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() { Linedef l = linedef; // Find the vertex furthest from the line Vertex foundv = null; float founddist = -1.0f; foreach(Sidedef sd in data.Sector.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End; float d = l.DistanceToSq(v.Position, false); if(d > founddist) { foundv = v; founddist = d; } } // Align floor with back of line if((l.Args[0] == 1) && (l.Front.Sector == data.Sector) && (l.Back != null)) { Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.FloorHeight); Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.FloorHeight); Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight); if(l.SideOfLine(v3) < 0.0f) data.Floor.plane = new Plane(v1, v2, v3, true); else data.Floor.plane = new Plane(v2, v1, v3, true); SectorData sd = data.Mode.GetSectorData(l.Back.Sector); sd.AddUpdateSector(data.Sector, true); } // Align floor with front of line else if((l.Args[0] == 2) && (l.Back.Sector == data.Sector) && (l.Front != null)) { Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.FloorHeight); Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.FloorHeight); Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight); if(l.SideOfLine(v3) < 0.0f) data.Floor.plane = new Plane(v1, v2, v3, true); else data.Floor.plane = new Plane(v2, v1, v3, true); SectorData sd = data.Mode.GetSectorData(l.Front.Sector); sd.AddUpdateSector(data.Sector, true); } // Align ceiling with back of line if((l.Args[1] == 1) && (l.Front.Sector == data.Sector) && (l.Back != null)) { Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.CeilHeight); Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.CeilHeight); Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight); if(l.SideOfLine(v3) > 0.0f) data.Ceiling.plane = new Plane(v1, v2, v3, false); else data.Ceiling.plane = new Plane(v2, v1, v3, false); SectorData sd = data.Mode.GetSectorData(l.Back.Sector); sd.AddUpdateSector(data.Sector, true); } // Align ceiling with front of line else if((l.Args[1] == 2) && (l.Back.Sector == data.Sector) && (l.Front != null)) { Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.CeilHeight); Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.CeilHeight); Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight); if(l.SideOfLine(v3) > 0.0f) data.Ceiling.plane = new Plane(v1, v2, v3, false); else data.Ceiling.plane = new Plane(v2, v1, v3, false); SectorData sd = data.Mode.GetSectorData(l.Front.Sector); sd.AddUpdateSector(data.Sector, true); } } } }