ZoneBuilder/Source/Plugins/BuilderModes/VisualModes/EffectSRB2ThingVertexSlope.cs
2022-12-30 20:55:41 +01:00

73 lines
2.1 KiB
C#

#region === Copyright (c) 2010 Pascal van der Heiden ===
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
#endregion
#region ================== Namespaces
using CodeImp.DoomBuilder.VisualModes;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class EffectSRB2ThingVertexSlope : SectorEffect
{
// Things used to create this effect.
private List<Thing> things;
// Floor or ceiling?
private bool slopefloor;
private VisualBlockMap blockmap;
private BSP bsp;
// Constructor
public EffectSRB2ThingVertexSlope(SectorData data, List<Thing> sourcethings, bool floor, VisualBlockMap blockmap, BSP bsp) : base(data)
{
things = sourcethings;
slopefloor = floor;
this.blockmap = blockmap;
this.bsp = bsp;
// New effect added: This sector needs an update!
if (data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(true);
}
}
// This makes sure we are updated with the source linedef information
public override void Update()
{
// Create vertices in clockwise order
Vector3D[] verts = new Vector3D[3];
int index = 0;
foreach (Thing t in things)
{
ThingData td = data.Mode.GetThingData(t);
td.AddUpdateSector(data.Sector, true);
Vector3D position = t.Position;
if (data.Mode.UseBlockmap)
t.DetermineSector(blockmap);
else
t.DetermineSector(bsp);
if (t.Parameter > 0)
position.z = t.GetFlagsValue();
else
position.z += (t.Sector != null) ? t.Sector.FloorHeight : 0;
verts[index] = position;
index++;
if (index > 2) break; //Only the first three vertices are used
}
// Make new plane
if(slopefloor)
data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true);
else
data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false);
}
}
}