#region === Copyright (c) 2010 Pascal van der Heiden === using System.Collections.Generic; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class EffectThingVertexSlope : SectorEffect { // Thing used to create this effect // The thing is in the sector that must receive the slope and the // Thing's arg 0 indicates the linedef to start the slope at. private List things; // Floor or ceiling? private bool slopefloor; // Constructor public EffectThingVertexSlope(SectorData data, List sourcethings, bool floor) : base(data) { things = sourcethings; slopefloor = floor; // 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() { // Create vertices in clockwise order Vector3D[] verts = new Vector3D[3]; int index = 0; foreach(Sidedef sd in data.Sector.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start; // Presume not sloped if(slopefloor) verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Floor.plane.GetZ(v.Position)); else verts[index] = new Vector3D(v.Position.x, v.Position.y, data.Ceiling.plane.GetZ(v.Position)); //mxd. UDMF vertex offset overrides this effect if(General.Map.UDMF) { if((slopefloor && !float.IsNaN(v.ZFloor)) || !float.IsNaN(v.ZCeiling)) { index++; continue; } } // Find the thing at this position foreach(Thing t in things) { if((Vector2D)t.Position == v.Position) { ThingData td = data.Mode.GetThingData(t); td.AddUpdateSector(data.Sector, true); verts[index] = t.Position; } } index++; } // Make new plane if(slopefloor) data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true); else data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false); } } }