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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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627 lines
21 KiB
C#
Executable file
627 lines
21 KiB
C#
Executable file
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Drawing;
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using System.Globalization;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.Types;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Data;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal sealed class VisualFloor : BaseVisualGeometrySector
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{
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#region ================== Constants
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#endregion
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#region ================== Variables
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private bool innerside; //mxd
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#endregion
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#region ================== Properties
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#endregion
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#region ================== Constructor / Setup
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// Constructor
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public VisualFloor(BaseVisualMode mode, VisualSector vs) : base(mode, vs)
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{
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//mxd
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geometrytype = VisualGeometryType.FLOOR;
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partname = "floor";
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performautoselection = mode.UseSelectionFromClassicMode && vs != null && vs.Sector.Selected && (General.Map.ViewMode == ViewMode.FloorTextures || General.Map.ViewMode == ViewMode.Normal);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// This builds the geometry. Returns false when no geometry created.
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public override bool Setup(SectorLevel level, Effect3DFloor extrafloor)
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{
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return Setup(level, extrafloor, innerside);
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}
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//mxd
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public bool Setup(SectorLevel level, Effect3DFloor extrafloor, bool innerside)
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{
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Sector s = level.sector;
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Vector2D texscale;
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this.innerside = innerside;
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base.Setup(level, extrafloor);
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(s.Fields.GetValue("rotationfloor", 0.0f));
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Vector2D offset = new Vector2D(s.Fields.GetValue("xpanningfloor", 0.0f),
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s.Fields.GetValue("ypanningfloor", 0.0f));
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Vector2D scale = new Vector2D(s.Fields.GetValue("xscalefloor", 1.0f),
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s.Fields.GetValue("yscalefloor", 1.0f));
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//Load floor texture
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if(s.LongFloorTexture != MapSet.EmptyLongName)
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{
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base.Texture = General.Map.Data.GetFlatImage(s.LongFloorTexture);
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if(base.Texture == null || base.Texture is UnknownImage)
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{
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base.Texture = General.Map.Data.UnknownTexture3D;
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setuponloadedtexture = s.LongFloorTexture;
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}
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else if(!base.Texture.IsImageLoaded)
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{
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setuponloadedtexture = s.LongFloorTexture;
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}
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}
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else
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{
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// Use missing texture
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base.Texture = General.Map.Data.MissingTexture3D;
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setuponloadedtexture = 0;
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}
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// Determine texture scale
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if(base.Texture.IsImageLoaded)
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texscale = new Vector2D(1.0f / base.Texture.ScaledWidth, 1.0f / base.Texture.ScaledHeight);
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else
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texscale = new Vector2D(1.0f / 64.0f, 1.0f / 64.0f);
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// Determine brightness
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byte alpha = (byte)General.Clamp(level.alpha, 0, 255);
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int color = PixelColor.FromInt(level.color).WithAlpha(alpha).ToInt();
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//mxd. Top extrafloor level should calculate fogdensity
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//from the brightness of the level above it
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SectorData sd = mode.GetSectorData(this.Sector.Sector);
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int targetbrightness;
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if(extrafloor != null && extrafloor.VavoomType && !level.disablelighting)
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{
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targetbrightness = 0;
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for(int i = 0; i < sd.LightLevels.Count - 1; i++)
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{
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if(sd.LightLevels[i] == level)
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{
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targetbrightness = sd.LightLevels[i + 1].brightnessbelow;
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break;
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}
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}
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}
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else
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{
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targetbrightness = level.brightnessbelow;
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}
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// [ZZ] Apply Doom 64 lighting here (for extrafloor)
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if (extrafloor != null) color = PixelColor.Modulate(PixelColor.FromInt(color), extrafloor.ColorFloor).WithAlpha(alpha).ToInt();
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//mxd. Determine fog density
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fogfactor = CalculateFogFactor(targetbrightness);
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// Make vertices
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ReadOnlyCollection<Vector2D> triverts = Sector.Sector.Triangles.Vertices;
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WorldVertex[] verts = new WorldVertex[triverts.Count];
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for(int i = 0; i < triverts.Count; i++)
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{
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// Color shading
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verts[i].c = color; //mxd
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// Vertex coordinates
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verts[i].x = triverts[i].x;
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verts[i].y = triverts[i].y;
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verts[i].z = level.plane.GetZ(triverts[i]);
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// Texture coordinates
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Vector2D pos = triverts[i];
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pos = pos.GetRotated(rotate);
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pos.y = -pos.y;
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pos = (pos + offset) * scale * texscale;
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verts[i].u = pos.x;
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verts[i].v = pos.y;
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}
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// The sector triangulation created clockwise triangles that
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// are right up for the floor. For the ceiling we must flip
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// the triangles upside down.
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if((extrafloor != null) && !extrafloor.VavoomType && !innerside)
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SwapTriangleVertices(verts);
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// Determine render pass
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if(extrafloor != null)
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{
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if (extrafloor.Sloped3dFloor) //mxd
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this.RenderPass = RenderPass.Mask;
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else if (extrafloor.RenderAdditive) //mxd
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this.RenderPass = RenderPass.Additive;
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else if ((level.alpha < 255) || Texture.IsTranslucent)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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{
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this.RenderPass = RenderPass.Solid;
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}
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//mxd. Update sky render flag
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renderassky = (level.sector.FloorTexture == General.Map.Config.SkyFlatName);
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// Apply vertices
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base.SetVertices(verts);
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return (verts.Length > 0);
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}
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#endregion
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#region ================== Methods
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//mxd
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public override void OnChangeScale(int incrementX, int incrementY)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeScale(incrementX, incrementY);
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}
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}
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//mxd
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public override void OnChangeTextureRotation(float angle)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTextureRotation(angle);
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}
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}
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// Return texture coordinates
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protected override Point GetTextureOffset()
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{
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return new Point { X = (int)Sector.Sector.Fields.GetValue("xpanningfloor", 0.0f),
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Y = (int)Sector.Sector.Fields.GetValue("ypanningfloor", 0.0f) };
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}
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//mxd
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public override void OnChangeTextureOffset(int horizontal, int vertical, bool doSurfaceAngleCorrection)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTextureOffset(horizontal, vertical, doSurfaceAngleCorrection);
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}
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}
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// Move texture coordinates
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protected override void MoveTextureOffset(int offsetx, int offsety)
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{
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//mxd
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Sector s = GetControlSector();
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s.Fields.BeforeFieldsChange();
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float nx = (s.Fields.GetValue("xpanningfloor", 0.0f) + offsetx) % (Texture.ScaledWidth / s.Fields.GetValue("xscalefloor", 1.0f));
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float ny = (s.Fields.GetValue("ypanningfloor", 0.0f) + offsety) % (Texture.ScaledHeight / s.Fields.GetValue("yscalefloor", 1.0f));
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s.Fields["xpanningfloor"] = new UniValue(UniversalType.Float, nx);
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s.Fields["ypanningfloor"] = new UniValue(UniversalType.Float, ny);
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s.UpdateNeeded = true;
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mode.SetActionResult("Changed floor texture offsets to " + nx + ", " + ny + ".");
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}
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//mxd. Texture scale change
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protected override void ChangeTextureScale(int incrementX, int incrementY)
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{
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if(Texture == null || !Texture.IsImageLoaded) return;
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Sector s = GetControlSector();
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float scaleX = s.Fields.GetValue("xscalefloor", 1.0f);
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float scaleY = s.Fields.GetValue("yscalefloor", 1.0f);
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s.Fields.BeforeFieldsChange();
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if(incrementX != 0)
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{
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float pix = (int)Math.Round(Texture.Width * scaleX) - incrementX;
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float newscaleX = (float)Math.Round(pix / Texture.Width, 3);
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scaleX = (newscaleX == 0 ? scaleX * -1 : newscaleX);
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UniFields.SetFloat(s.Fields, "xscalefloor", scaleX, 1.0f);
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}
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if(incrementY != 0)
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{
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float pix = (int)Math.Round(Texture.Height * scaleY) - incrementY;
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float newscaleY = (float)Math.Round(pix / Texture.Height, 3);
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scaleY = (newscaleY == 0 ? scaleY * -1 : newscaleY);
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UniFields.SetFloat(s.Fields, "yscalefloor", scaleY, 1.0f);
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}
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mode.SetActionResult("Floor scale changed to " + scaleX.ToString("F03", CultureInfo.InvariantCulture) + ", " + scaleY.ToString("F03", CultureInfo.InvariantCulture) + " (" + (int)Math.Round(Texture.Width / scaleX) + " x " + (int)Math.Round(Texture.Height / scaleY) + ").");
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}
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//mxd
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public override void OnResetTextureOffset()
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{
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ClearFields(new[] { "xpanningfloor", "ypanningfloor" }, "Reset texture offsets", "Texture offsets reset.");
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}
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//mxd
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public override void OnResetLocalTextureOffset()
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{
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ClearFields(new[] { "xpanningfloor", "ypanningfloor", "xscalefloor", "yscalefloor", "rotationfloor", "lightfloor", "lightfloorabsolute" },
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"Reset texture offsets, scale, rotation and brightness", "Texture offsets, scale, rotation and brightness reset.");
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}
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// Paste texture
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public override void OnPasteTexture()
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{
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if(BuilderPlug.Me.CopiedFlat != null)
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{
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mode.CreateUndo("Paste floor \"" + BuilderPlug.Me.CopiedFlat + "\"");
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mode.SetActionResult("Pasted flat \"" + BuilderPlug.Me.CopiedFlat + "\" on floor.");
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SetTexture(BuilderPlug.Me.CopiedFlat);
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// Update
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if(mode.VisualSectorExists(level.sector))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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vs.UpdateSectorGeometry(false);
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}
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}
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}
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// Call to change the height
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public override void OnChangeTargetHeight(int amount)
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{
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// Only do this when not done yet in this call
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// Because we may be able to select the same 3D floor multiple times through multiple sectors
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SectorData sd = mode.GetSectorData(level.sector);
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if(!sd.FloorChanged)
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{
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sd.FloorChanged = true;
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base.OnChangeTargetHeight(amount);
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}
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}
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// This changes the height
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protected override void ChangeHeight(int amount)
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{
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mode.CreateUndo("Change floor height", UndoGroup.FloorHeightChange, level.sector.FixedIndex);
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level.sector.FloorHeight += amount;
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if(General.Map.UDMF)
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{
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//mxd. Modify vertex offsets?
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if(level.sector.Sidedefs.Count == 3)
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{
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ChangeVertexHeight(amount);
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}
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//mxd. Modify slope offset?
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if(level.sector.FloorSlope.GetLengthSq() > 0)
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{
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Vector3D center = new Vector3D(level.sector.BBox.X + level.sector.BBox.Width / 2,
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level.sector.BBox.Y + level.sector.BBox.Height / 2,
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level.sector.FloorHeight);
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Plane p = new Plane(center,
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level.sector.FloorSlope.GetAngleXY() + Angle2D.PIHALF,
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-level.sector.FloorSlope.GetAngleZ(),
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true);
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level.sector.FloorSlopeOffset = p.Offset;
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}
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}
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mode.SetActionResult("Changed floor height to " + level.sector.FloorHeight + ".");
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}
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//mxd
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private void ChangeVertexHeight(int amount)
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{
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HashSet<Vertex> verts = new HashSet<Vertex>();
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// Do this only if all 3 verts have offsets
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foreach(Sidedef side in level.sector.Sidedefs)
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{
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if(float.IsNaN(side.Line.Start.ZFloor) || float.IsNaN(side.Line.End.ZFloor)) return;
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verts.Add(side.Line.Start);
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verts.Add(side.Line.End);
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}
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foreach(Vertex v in verts)
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mode.GetVisualVertex(v, true).OnChangeTargetHeight(amount);
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}
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//mxd. Sector brightness change
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public override void OnChangeTargetBrightness(bool up)
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{
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if(level != null)
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{
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// This floor is part of 3D-floor
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if(level.sector != Sector.Sector)
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(level.sector);
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vs.Floor.OnChangeTargetBrightness(up);
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vs.UpdateSectorGeometry(true);
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}
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// This is actual floor of a sector with extrafloors
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else if(Sector.ExtraFloors.Count > 0 && !Sector.ExtraFloors[0].ExtraFloor.Floor.restrictlighting && !Sector.ExtraFloors[0].ExtraFloor.Floor.disablelighting)
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{
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Sector.ExtraFloors[0].OnChangeTargetBrightness(up);
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}
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else
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{
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base.OnChangeTargetBrightness(up);
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}
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}
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else
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{
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base.OnChangeTargetBrightness(up);
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}
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}
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// This performs a fast test in object picking
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public override bool PickFastReject(Vector3D from, Vector3D to, Vector3D dir)
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{
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// Check if our ray starts at the correct side of the plane
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if((!innerside && level.plane.Distance(from) > 0.0f) || (innerside && level.plane.Distance(from) < 0.0f))
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{
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// Calculate the intersection
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if(level.plane.GetIntersection(from, to, ref pickrayu))
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{
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if(pickrayu > 0.0f)
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{
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pickintersect = from + (to - from) * pickrayu;
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// Intersection point within bbox?
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RectangleF bbox = Sector.Sector.BBox;
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return ((pickintersect.x >= bbox.Left) && (pickintersect.x <= bbox.Right) &&
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(pickintersect.y >= bbox.Top) && (pickintersect.y <= bbox.Bottom));
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}
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}
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}
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return false;
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}
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// This performs an accurate test for object picking
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public override bool PickAccurate(Vector3D from, Vector3D to, Vector3D dir, ref float u_ray)
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{
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u_ray = pickrayu;
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// Check on which side of the nearest sidedef we are
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Sidedef sd = MapSet.NearestSidedef(Sector.Sector.Sidedefs, pickintersect);
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float side = sd.Line.SideOfLine(pickintersect);
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//mxd. Alpha based picking. Used only on extrafloors with transparent or masked textures
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if((side <= 0.0f && sd.IsFront) || (side > 0.0f && !sd.IsFront))
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{
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if(!BuilderPlug.Me.AlphaBasedTextureHighlighting || !Texture.IsImageLoaded || extrafloor == null || RenderPass == RenderPass.Solid || (!Texture.IsTranslucent && !Texture.IsMasked))
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return true;
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// Some textures (e.g. HiResImage) may lie about their size, so use bitmap size instead
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Bitmap image = Texture.GetBitmap();
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lock (image)
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{
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// Fetch ZDoom fields
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float rotate = Angle2D.DegToRad(level.sector.Fields.GetValue("rotationfloor", 0.0f));
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Vector2D offset = new Vector2D(level.sector.Fields.GetValue("xpanningfloor", 0.0f), level.sector.Fields.GetValue("ypanningfloor", 0.0f));
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Vector2D scale = new Vector2D(level.sector.Fields.GetValue("xscalefloor", 1.0f), level.sector.Fields.GetValue("yscalefloor", 1.0f));
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Vector2D texscale = new Vector2D(1.0f / Texture.ScaledWidth, 1.0f / Texture.ScaledHeight);
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// Texture coordinates
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Vector2D o = pickintersect;
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o = o.GetRotated(rotate);
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o.y = -o.y;
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o = (o + offset) * scale * texscale;
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o.x = (o.x * image.Width) % image.Width;
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o.y = (o.y * image.Height) % image.Height;
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// Make sure coordinates are inside of texture dimensions...
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if (o.x < 0) o.x += image.Width;
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if (o.y < 0) o.y += image.Height;
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// Make final texture coordinates...
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int ox = General.Clamp((int)Math.Floor(o.x), 0, image.Width - 1);
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int oy = General.Clamp((int)Math.Floor(o.y), 0, image.Height - 1);
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// Check pixel alpha
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return (image.GetPixel(ox, oy).A > 0);
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}
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}
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return false;
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}
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// Return texture name
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public override string GetTextureName()
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{
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return level.sector.FloorTexture;
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}
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// This changes the texture
|
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protected override void SetTexture(string texturename)
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{
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// Set new texture
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level.sector.SetFloorTexture(texturename);
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General.Map.Data.UpdateUsedTextures();
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}
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|
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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
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|
{
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if(!withSameTexture && !withSameHeight) return;
|
|
|
|
if(select && !selected)
|
|
{
|
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selected = true;
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mode.AddSelectedObject(this);
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}
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else if(!select && selected)
|
|
{
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|
selected = false;
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|
mode.RemoveSelectedObject(this);
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|
}
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|
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List<Sector> neighbours = new List<Sector>();
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bool regularorvavoom = (extrafloor == null || extrafloor.VavoomType);
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|
|
|
//collect neighbour sectors
|
|
foreach(Sidedef side in Sector.Sector.Sidedefs)
|
|
{
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|
if(side.Other != null && side.Other.Sector != Sector.Sector && !neighbours.Contains(side.Other.Sector))
|
|
{
|
|
BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(side.Other.Sector);
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|
if(vs == null) continue;
|
|
|
|
// When current floor is part of a 3d floor, it looks like a ceiling, so we need to select adjacent ceilings
|
|
if(level.sector != Sector.Sector && !regularorvavoom)
|
|
{
|
|
if((!withSameTexture || side.Other.Sector.LongCeilTexture == level.sector.LongFloorTexture) &&
|
|
(!withSameHeight || side.Other.Sector.CeilHeight == level.sector.FloorHeight))
|
|
{
|
|
neighbours.Add(side.Other.Sector);
|
|
|
|
//(de)select regular visual ceiling?
|
|
if(select != vs.Ceiling.Selected)
|
|
vs.Ceiling.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
else // Regular floor or vavoom-type extrafloor
|
|
{
|
|
// (De)select adjacent floor
|
|
if((!withSameTexture || side.Other.Sector.LongFloorTexture == level.sector.LongFloorTexture) &&
|
|
(!withSameHeight || side.Other.Sector.FloorHeight == level.sector.FloorHeight))
|
|
{
|
|
neighbours.Add(side.Other.Sector);
|
|
|
|
//(de)select regular visual floor?
|
|
if(select != vs.Floor.Selected)
|
|
vs.Floor.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent extra floors
|
|
foreach(VisualFloor ef in vs.ExtraFloors)
|
|
{
|
|
if(select == ef.Selected || ef.extrafloor.VavoomType != regularorvavoom) continue;
|
|
if((!withSameTexture || level.sector.LongFloorTexture == ef.level.sector.LongFloorTexture) &&
|
|
(!withSameHeight || level.sector.FloorHeight == ef.level.sector.FloorHeight))
|
|
{
|
|
ef.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
|
|
// (De)select adjacent vavoom type extra ceilings
|
|
foreach(VisualCeiling ec in vs.ExtraCeilings)
|
|
{
|
|
if(select == ec.Selected || ec.ExtraFloor.VavoomType == regularorvavoom) continue;
|
|
if((!withSameTexture || level.sector.LongFloorTexture == ec.Level.sector.LongCeilTexture) &&
|
|
(!withSameHeight || level.sector.FloorHeight == ec.Level.sector.CeilHeight))
|
|
{
|
|
ec.SelectNeighbours(select, withSameTexture, withSameHeight);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//mxd
|
|
public void AlignTexture(bool alignx, bool aligny)
|
|
{
|
|
if(!General.Map.UDMF) return;
|
|
|
|
//is is a surface with line slope?
|
|
float slopeAngle = level.plane.Normal.GetAngleZ() - Angle2D.PIHALF;
|
|
|
|
if(slopeAngle == 0) //it's a horizontal plane
|
|
{
|
|
AlignTextureToClosestLine(alignx, aligny);
|
|
}
|
|
else //it can be a surface with line slope
|
|
{
|
|
Linedef slopeSource = null;
|
|
bool isFront = false;
|
|
|
|
foreach(Sidedef side in Sector.Sector.Sidedefs)
|
|
{
|
|
if(side.Line.Action == 181)
|
|
{
|
|
if(side.Line.Args[0] == 1 && side.Line.Front != null && side.Line.Front == side)
|
|
{
|
|
slopeSource = side.Line;
|
|
isFront = true;
|
|
break;
|
|
}
|
|
|
|
if(side.Line.Args[0] == 2 && side.Line.Back != null && side.Line.Back == side)
|
|
{
|
|
slopeSource = side.Line;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(slopeSource != null && slopeSource.Front != null && slopeSource.Front.Sector != null && slopeSource.Back != null && slopeSource.Back.Sector != null)
|
|
AlignTextureToSlopeLine(slopeSource, slopeAngle, isFront, alignx, aligny);
|
|
else
|
|
AlignTextureToClosestLine(alignx, aligny);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|