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73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
#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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#region ================== Namespaces
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class EffectSRB2ThingVertexSlope : SectorEffect
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{
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// Things used to create this effect.
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private List<Thing> things;
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// Floor or ceiling?
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private bool slopefloor;
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private VisualBlockMap blockmap;
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private BSP bsp;
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// Constructor
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public EffectSRB2ThingVertexSlope(SectorData data, List<Thing> sourcethings, bool floor, VisualBlockMap blockmap, BSP bsp) : base(data)
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{
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things = sourcethings;
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slopefloor = floor;
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this.blockmap = blockmap;
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this.bsp = bsp;
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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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// Create vertices in clockwise order
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Vector3D[] verts = new Vector3D[3];
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int index = 0;
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foreach (Thing t in things)
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{
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ThingData td = data.Mode.GetThingData(t);
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td.AddUpdateSector(data.Sector, true);
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Vector3D position = t.Position;
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if (data.Mode.UseBlockmap)
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t.DetermineSector(blockmap);
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else
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t.DetermineSector(bsp);
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if (t.Parameter > 0)
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position.z = t.GetFlagsValue();
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else
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position.z += (t.Sector != null) ? t.Sector.FloorHeight : 0;
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verts[index] = position;
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index++;
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if (index > 2) break; //Only the first three vertices are used
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}
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// Make new plane
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if(slopefloor)
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data.Floor.plane = new Plane(verts[0], verts[1], verts[2], true);
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else
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data.Ceiling.plane = new Plane(verts[0], verts[2], verts[1], false);
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}
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}
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}
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