mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
5e71585c99
Removed "Adjust heights to match relatively with surrounding sector" option from Preferences -> Pasting, because sector height adjustments are now handled by Edit Selection mode. Fixed, Sector info panel: in some cases 0 deg. floor/ceiling texture rotation was triggering texture offset/scale/rotation UI parts to be shown. Fixed even more cases when sidedefs belonging to linedefs, which were moved on top of existing linedefs, were incorrectly reassigned when applying Edit Selection and Drag Geometry modes. Fixed, Bridge mode: in some cases calculated floor/ceiling heights were not applied to the sectors created by the mode. Changed, internal: changed program's CurrentCulture to InvariantCulture.
611 lines
19 KiB
C#
611 lines
19 KiB
C#
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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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int color = PixelColor.FromInt(level.color).WithAlpha((byte)General.Clamp(level.alpha, 0, 255)).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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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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SectorData sd = mode.GetSectorData(this.Sector.Sector);
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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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//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)
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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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UpdateSkyRenderFlag();
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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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//mxd
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protected override void UpdateSkyRenderFlag()
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{
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bool isrenderedassky = renderassky;
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renderassky = (level.sector.FloorTexture == General.Map.Config.SkyFlatName || level.sector.LongFloorTexture == MapSet.EmptyLongName);
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if(isrenderedassky != renderassky && Sector.Sides != null)
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{
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// Middle geometry may need updating...
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foreach(Sidedef side in level.sector.Sidedefs)
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{
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VisualSidedefParts parts = Sector.GetSidedefParts(side);
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if(parts.middlesingle != null) parts.middlesingle.UpdateSkyRenderFlag();
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}
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}
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}
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#endregion
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#region ================== Methods
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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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// Move texture coordinates
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protected override void MoveTextureOffset(Point xy)
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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) + xy.X) % (Texture.ScaledWidth / s.Fields.GetValue("xscalefloor", 1.0f));
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float ny = (s.Fields.GetValue("ypanningfloor", 0.0f) + xy.Y) % (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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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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// Update geometry
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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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s.UpdateNeeded = true;
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s.UpdateCache();
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if(s.Index != Sector.Sector.Index)
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{
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Sector.Sector.UpdateNeeded = true;
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Sector.Sector.UpdateCache();
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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(!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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// 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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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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//mxd
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public override void SelectNeighbours(bool select, bool withSameTexture, bool withSameHeight)
|
|
{
|
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if(!withSameTexture && !withSameHeight) return;
|
|
|
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if(select && !selected)
|
|
{
|
|
selected = true;
|
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mode.AddSelectedObject(this);
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|
}
|
|
else if(!select && selected)
|
|
{
|
|
selected = false;
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|
mode.RemoveSelectedObject(this);
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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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|
|
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//collect neighbour sectors
|
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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))
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|
{
|
|
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
|
|
}
|
|
}
|