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175 lines
5.6 KiB
C#
Executable file
175 lines
5.6 KiB
C#
Executable file
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class EffectLineSlope : SectorEffect
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{
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// Linedef that is used to create this effect
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private readonly Linedef l;
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private Plane storedfloor; //mxd. SectorData recreates floor/ceiling planes before updating effects
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private Plane storedceiling; //mxd
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// Constructor
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public EffectLineSlope(SectorData data, Linedef sourcelinedef) : base(data)
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{
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l = sourcelinedef;
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// New effect added: This sector needs an update!
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if(data.Mode.VisualSectorExists(data.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
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vs.UpdateSectorGeometry(true);
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}
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}
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// This makes sure we are updated with the source linedef information
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public override void Update()
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{
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if(l.Front == null || l.Back == null) return; //mxd
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// Find the vertex furthest from the line
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Vertex foundv = null;
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float founddist = -1.0f;
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foreach(Sidedef sd in data.Sector.Sidedefs)
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{
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Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
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float d = l.DistanceToSq(v.Position, false);
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if(d > founddist)
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{
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foundv = v;
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founddist = d;
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}
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}
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if(foundv == null) return; //mxd
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bool updatesides = false;
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// Align floor with back of line
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if((l.Args[0] == 1) && (l.Front.Sector == data.Sector))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight);
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data.Floor.plane = (l.SideOfLine(v3) < 0.0f ? new Plane(v1, v2, v3, true) : new Plane(v2, v1, v3, true));
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//mxd. Update only when actually changed
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if(storedfloor != data.Floor.plane)
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{
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storedfloor = data.Floor.plane;
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updatesides = true;
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}
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}
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// Align floor with front of line
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else if((l.Args[0] == 2) && (l.Back.Sector == data.Sector))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.FloorHeight);
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data.Floor.plane = (l.SideOfLine(v3) < 0.0f ? new Plane(v1, v2, v3, true) : new Plane(v2, v1, v3, true));
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//mxd. Update only when actually changed
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if(storedfloor != data.Floor.plane)
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{
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storedfloor = data.Floor.plane;
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updatesides = true;
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}
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}
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// Align ceiling with back of line
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if((l.Args[1] == 1) && (l.Front.Sector == data.Sector))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight);
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data.Ceiling.plane = (l.SideOfLine(v3) > 0.0f ? new Plane(v1, v2, v3, false) : new Plane(v2, v1, v3, false));
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//mxd. Update only when actually changed
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if(storedceiling != data.Ceiling.plane)
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{
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storedceiling = data.Ceiling.plane;
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updatesides = true;
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}
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}
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// Align ceiling with front of line
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else if((l.Args[1] == 2) && (l.Back.Sector == data.Sector))
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{
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Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, data.Sector.CeilHeight);
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data.Ceiling.plane = (l.SideOfLine(v3) > 0.0f ? new Plane(v1, v2, v3, false) : new Plane(v2, v1, v3, false));
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//mxd. Update only when actually changed
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if(storedceiling != data.Ceiling.plane)
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{
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storedceiling = data.Ceiling.plane;
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updatesides = true;
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}
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}
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//mxd. Update outer sidedef geometry
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if(updatesides)
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{
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UpdateSectorSides(data.Sector);
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// Update sectors with PlaneCopySlope Effect...
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List<SectorData> toupdate = new List<SectorData>();
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foreach(Sector s in data.UpdateAlso.Keys)
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{
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SectorData osd = data.Mode.GetSectorDataEx(s);
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if(osd == null) continue;
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foreach(SectorEffect e in osd.Effects)
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{
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if(e is EffectPlaneCopySlope)
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{
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toupdate.Add(osd);
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break;
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}
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}
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}
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// Do it in 2 steps, because SectorData.Reset() may change SectorData.UpdateAlso collection...
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foreach(SectorData sd in toupdate)
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{
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// Update PlaneCopySlope Effect...
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sd.Reset(false);
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// Update outer sides...
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UpdateSectorSides(sd.Sector);
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}
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// Update all things in the sector
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foreach(Thing t in General.Map.Map.Things)
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{
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if(t.Sector == data.Sector)
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{
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if(data.Mode.VisualThingExists(t))
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{
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// Update thing
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BaseVisualThing vt = (BaseVisualThing)data.Mode.GetVisualThing(t);
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vt.Changed = true;
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}
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}
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}
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}
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}
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//mxd
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private void UpdateSectorSides(Sector s)
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{
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foreach(Sidedef side in s.Sidedefs)
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{
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if(side.Other != null && side.Other.Sector != null && data.Mode.VisualSectorExists(side.Other.Sector))
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{
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BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(side.Other.Sector);
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vs.GetSidedefParts(side.Other).SetupAllParts();
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}
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}
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}
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}
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}
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