mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2025-04-22 09:31:14 +00:00
Fixed: voxels were incorrectly loaded from WADs.
Fixed, Draw Geometry modes: fixed a crash when moving the mouse cursor over a vertex while holding Alt-Shift keys when there were no new points drawn in current mode.
This commit is contained in:
parent
64c93749a0
commit
79c2da1ced
1 changed files with 15 additions and 17 deletions
|
@ -309,10 +309,11 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
DrawnVertex p = new DrawnVertex();
|
||||
p.stitch = true; //mxd. Setting these to false seems to be a good way to create invalid geometry...
|
||||
p.stitchline = true; //mxd
|
||||
snaptocardinal = (snaptocardinal && points.Count > 0); //mxd. Don't snap to cardinal when there are no points
|
||||
|
||||
//mxd. If snap to cardinal directions is enabled and we have points, modify mouse position
|
||||
Vector2D vm, gridoffset;
|
||||
if(snaptocardinal && points.Count > 0)
|
||||
if(snaptocardinal)
|
||||
{
|
||||
Vector2D offset = mousemappos - points[points.Count - 1].pos;
|
||||
|
||||
|
@ -355,7 +356,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
if(nv != null)
|
||||
{
|
||||
//mxd. Line angle must stay the same
|
||||
if(snaptocardinal) //mxd
|
||||
if(snaptocardinal)
|
||||
{
|
||||
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
|
||||
if(Math.Round(ourline.GetSideOfLine(nv.Position), 1) == 0)
|
||||
|
@ -378,23 +379,20 @@ namespace CodeImp.DoomBuilder.BuilderModes
|
|||
//mxd. Line angle must stay the same
|
||||
if(snaptocardinal)
|
||||
{
|
||||
if(points.Count > 0)
|
||||
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
|
||||
Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position);
|
||||
Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false);
|
||||
if(!float.IsNaN(intersection.x))
|
||||
{
|
||||
Line2D ourline = new Line2D(points[points.Count - 1].pos, vm);
|
||||
Line2D nearestline = new Line2D(nl.Start.Position, nl.End.Position);
|
||||
Vector2D intersection = Line2D.GetIntersectionPoint(nearestline, ourline, false);
|
||||
if(!float.IsNaN(intersection.x))
|
||||
{
|
||||
// Intersection is on nearestline?
|
||||
float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection);
|
||||
// Intersection is on nearestline?
|
||||
float u = Line2D.GetNearestOnLine(nearestline.v1, nearestline.v2, intersection);
|
||||
|
||||
if(u < 0f || u > 1f) { }
|
||||
else
|
||||
{
|
||||
p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals),
|
||||
(float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals));
|
||||
return p;
|
||||
}
|
||||
if(u < 0f || u > 1f) { }
|
||||
else
|
||||
{
|
||||
p.pos = new Vector2D((float)Math.Round(intersection.x, General.Map.FormatInterface.VertexDecimals),
|
||||
(float)Math.Round(intersection.y, General.Map.FormatInterface.VertexDecimals));
|
||||
return p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue