mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 11:51:25 +00:00
8b98ce09c1
- Flipped top/bottom in 3D Floor Mode plugin dialogs to be consistent with the edit sector dialog @ fixed all compiler warnings in 3D Floor Mode plugin
79 lines
No EOL
2.1 KiB
C#
79 lines
No EOL
2.1 KiB
C#
#region ================== Copyright (c) 2014 Boris Iwanski
|
|
|
|
/*
|
|
* Copyright (c) 2014 Boris Iwanski
|
|
* This program is released under GNU General Public License
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
*/
|
|
|
|
#endregion
|
|
|
|
using System.Collections.Generic;
|
|
using CodeImp.DoomBuilder.Geometry;
|
|
using CodeImp.DoomBuilder.Map;
|
|
|
|
namespace CodeImp.DoomBuilder.ThreeDFloorMode
|
|
{
|
|
public class MergePoint
|
|
{
|
|
private Vector2D position;
|
|
private int floorheight;
|
|
private int ceilingheight;
|
|
private string floortexture;
|
|
private string ceilingtexture;
|
|
private List<ThreeDFloor> threedfloors;
|
|
|
|
public Vector2D Position { get { return position; } set { position = value; } }
|
|
public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
|
|
public int CeilingHeight { get { return ceilingheight; } set { ceilingheight = value; } }
|
|
public string FloorTexture { get { return floortexture; } set { floortexture = value; } }
|
|
public string CeilingTexture { get { return ceilingtexture; } set { ceilingtexture = value; } }
|
|
public List<ThreeDFloor> ThreeDFloors { get { return threedfloors; } }
|
|
|
|
public MergePoint(Vector2D position)
|
|
{
|
|
this.position = position;
|
|
threedfloors = new List<ThreeDFloor>();
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
List<Sector> sectors = new List<Sector>();
|
|
|
|
foreach (Sector s in General.Map.Map.Sectors)
|
|
{
|
|
if (s.Intersect(position))
|
|
sectors.Add(s);
|
|
}
|
|
|
|
if (sectors.Count == 0)
|
|
return;
|
|
|
|
floorheight = sectors[0].FloorHeight;
|
|
ceilingheight = sectors[0].CeilHeight;
|
|
|
|
floortexture = sectors[0].FloorTexture;
|
|
ceilingtexture = sectors[0].CeilTexture;
|
|
|
|
foreach (Sector s in sectors)
|
|
{
|
|
if (s.FloorHeight < floorheight)
|
|
{
|
|
floorheight = s.FloorHeight;
|
|
floortexture = s.FloorTexture;
|
|
}
|
|
|
|
if (s.CeilHeight > ceilingheight)
|
|
{
|
|
ceilingheight = s.CeilHeight;
|
|
ceilingtexture = s.CeilTexture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |