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:
MaxED 2016-07-17 21:38:29 +00:00 committed by spherallic
parent 64c93749a0
commit 79c2da1ced
1 changed files with 15 additions and 17 deletions

View File

@ -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;
}
}
}