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117 lines
4 KiB
C#
117 lines
4 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal class EffectThingLineSlope : SectorEffect
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{
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// Thing used to create this effect
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// The thing is in the sector that must receive the slope and the
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// Thing's arg 0 indicates the linedef to start the slope at.
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private Thing thing;
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// Constructor
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public EffectThingLineSlope(SectorData data, Thing sourcething) : base(data)
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{
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thing = sourcething;
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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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ThingData td = data.Mode.GetThingData(thing);
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Thing t = thing;
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// Find the tagged line
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Linedef ld = null;
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(l.Tag == t.Args[0])
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{
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ld = l;
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break;
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}
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}
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if(ld != null)
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{
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if(t.Type == 9500)
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{
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// Slope the floor from the linedef to thing
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t.DetermineSector(data.Mode.BlockMap);
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if(t.Sector != null)
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{
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Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
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if(ld.SideOfLine(t.Position) < 0.0f)
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
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SectorData sd = data.Mode.GetSectorData(ld.Front.Sector);
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sd.AddUpdateSector(data.Sector, true);
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if(!sd.Updated) sd.Update();
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td.AddUpdateSector(ld.Front.Sector, true);
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sd.Floor.plane = new Plane(v1, v2, v3, true);
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}
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else
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
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SectorData sd = data.Mode.GetSectorData(ld.Back.Sector);
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sd.AddUpdateSector(data.Sector, true);
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if(!sd.Updated) sd.Update();
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td.AddUpdateSector(ld.Back.Sector, true);
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sd.Floor.plane = new Plane(v2, v1, v3, true);
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}
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}
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}
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else if(t.Type == 9501)
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{
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// Slope the ceiling from the linedef to thing
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t.DetermineSector(data.Mode.BlockMap);
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if(t.Sector != null)
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{
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td.AddUpdateSector(t.Sector, true);
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Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.CeilHeight);
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if(ld.SideOfLine(t.Position) < 0.0f)
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.CeilHeight);
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SectorData sd = data.Mode.GetSectorData(ld.Front.Sector);
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sd.AddUpdateSector(data.Sector, true);
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td.AddUpdateSector(ld.Front.Sector, true);
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if(!sd.Updated) sd.Update();
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sd.Ceiling.plane = new Plane(v1, v2, v3, false);
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}
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else
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.CeilHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.CeilHeight);
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SectorData sd = data.Mode.GetSectorData(ld.Back.Sector);
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sd.AddUpdateSector(data.Sector, true);
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td.AddUpdateSector(ld.Back.Sector, true);
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if(!sd.Updated) sd.Update();
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sd.Ceiling.plane = new Plane(v2, v1, v3, false);
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}
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}
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}
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}
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}
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}
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}
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