// This determines which sector the thing is in and links it public void DetermineSector() { //mxd sector = map.GetSectorByCoordinates(pos); }
//mxd public static Geometry.Plane GetCeilingPlane(Sector s) { if (General.Map.UDMF) { // UDMF Sector slope? if (s.CeilSlope.GetLengthSq() > 0 && !double.IsNaN(s.CeilSlopeOffset / s.CeilSlope.z)) { return(new Geometry.Plane(s.CeilSlope, s.CeilSlopeOffset)); } if (s.sidedefs.Count == 3) { Geometry.Plane ceiling = new Geometry.Plane(new Vector3D(0, 0, -1), s.CeilHeight); Vector3D[] verts = new Vector3D[3]; bool sloped = false; int index = 0; // Check vertices foreach (Sidedef sd in s.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.End : sd.Line.Start; //create "normal" vertices verts[index] = new Vector3D(v.Position); // Check floor if (!double.IsNaN(v.ZCeiling)) { //vertex offset is absolute verts[index].z = v.ZCeiling; sloped = true; } else { verts[index].z = ceiling.GetZ(v.Position); } index++; } // Have slope? return(sloped ? new Geometry.Plane(verts[0], verts[2], verts[1], false) : ceiling); } } // Have line slope? foreach (Sidedef side in s.sidedefs) { // Carbon copy of EffectLineSlope class here... if (side.Line.Action == 181 && ((side.Line.Args[1] == 1 && side == side.Line.Front) || side.Line.Args[1] == 2) && side.Other != null) { Linedef l = side.Line; // Find the vertex furthest from the line Vertex foundv = null; double founddist = -1.0f; foreach (Sidedef sd in s.Sidedefs) { Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End; double d = l.DistanceToSq(v.Position, false); if (d > founddist) { foundv = v; founddist = d; } } Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, side.Other.Sector.CeilHeight); Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, side.Other.Sector.CeilHeight); Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, s.CeilHeight); return(l.SideOfLine(v3) > 0.0f ? new Geometry.Plane(v1, v2, v3, false) : new Geometry.Plane(v2, v1, v3, false)); } } //TODO: other types of slopes... // Normal (flat) ceiling plane return(new Geometry.Plane(new Vector3D(0, 0, -1), s.CeilHeight)); }
// This determines which sector the thing is in and links it public void DetermineSector(VisualBlockMap blockmap) { sector = blockmap.GetSectorAt(pos); }