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KF2-Dev-Scripts/UnrealEd/Classes/SpiralStairBuilder.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
//=============================================================================
// SpiralStairBuilder: Builds a spiral staircase.
//=============================================================================
class SpiralStairBuilder
extends BrushBuilder;
var() int InnerRadius <ClampMin=1>;
var() int StepWidth <ClampMin=1>;
var() int StepHeight;
var() int StepThickness;
var() int NumStepsPer360 <ClampMin=3>;
var() int NumSteps <ClampMin=1>;
var() name GroupName;
var() bool SlopedCeiling, SlopedFloor, CounterClockwise;
function BuildCurvedStair( int Direction )
{
local rotator RotStep;
local vector vtx, NewVtx, Template[8];
local int x, y, idx, VertexStart;
RotStep.Yaw = 65536.0f * ((360.0f / NumStepsPer360) / 360.0f);
if( CounterClockwise )
{
RotStep.Yaw *= -1;
Direction *= -1;
}
// Generate the vertices for the first stair.
idx = 0;
VertexStart = GetVertexCount();
vtx.x = InnerRadius;
for( x = 0 ; x < 2 ; x++ )
{
NewVtx = vtx >> (RotStep * x);
vtx.z = 0;
if( SlopedCeiling && x == 1 )
vtx.z = StepHeight;
Vertex3f( NewVtx.x, NewVtx.y, vtx.z );
Template[idx].x = NewVtx.x; Template[idx].y = NewVtx.y; Template[idx].z = vtx.z; idx++;
vtx.z = StepThickness;
if( SlopedFloor && x == 0 )
vtx.z -= StepHeight;
Vertex3f( NewVtx.x, NewVtx.y, vtx.z );
Template[idx].x = NewVtx.x; Template[idx].y = NewVtx.y; Template[idx].z = vtx.z; idx++;
}
vtx.x = InnerRadius + StepWidth;
for( x = 0 ; x < 2 ; x++ )
{
NewVtx = vtx >> (RotStep * x);
vtx.z = 0;
if( SlopedCeiling && x == 1 )
vtx.z = StepHeight;
Vertex3f( NewVtx.x, NewVtx.y, vtx.z );
Template[idx].x = NewVtx.x; Template[idx].y = NewVtx.y; Template[idx].z = vtx.z; idx++;
vtx.z = StepThickness;
if( SlopedFloor && x == 0 )
vtx.z -= StepHeight;
Vertex3f( NewVtx.x, NewVtx.y, vtx.z );
Template[idx].x = NewVtx.x; Template[idx].y = NewVtx.y; Template[idx].z = vtx.z; idx++;
}
// Create steps from the template
for( x = 0 ; x < NumSteps ; x++ )
{
if( SlopedFloor )
{
Poly3i( Direction, VertexStart + 3, VertexStart + 1, VertexStart + 5, 'steptop' );
Poly3i( Direction, VertexStart + 3, VertexStart + 5, VertexStart + 7, 'steptop' );
}
else
Poly4i( Direction, VertexStart + 3, VertexStart + 1, VertexStart + 5, VertexStart + 7, 'steptop' );
Poly4i( Direction, VertexStart + 0, VertexStart + 1, VertexStart + 3, VertexStart + 2, 'inner' );
Poly4i( Direction, VertexStart + 5, VertexStart + 4, VertexStart + 6, VertexStart + 7, 'outer' );
Poly4i( Direction, VertexStart + 1, VertexStart + 0, VertexStart + 4, VertexStart + 5, 'stepfront' );
Poly4i( Direction, VertexStart + 2, VertexStart + 3, VertexStart + 7, VertexStart + 6, 'stepback' );
if( SlopedCeiling )
{
Poly3i( Direction, VertexStart + 0, VertexStart + 2, VertexStart + 6, 'stepbottom' );
Poly3i( Direction, VertexStart + 0, VertexStart + 6, VertexStart + 4, 'stepbottom' );
}
else
Poly4i( Direction, VertexStart + 0, VertexStart + 2, VertexStart + 6, VertexStart + 4, 'stepbottom' );
VertexStart = GetVertexCount();
for( y = 0 ; y < 8 ; y++ )
{
NewVtx = Template[y] >> (RotStep * (x + 1));
Vertex3f( NewVtx.x, NewVtx.y, NewVtx.z + (Stepheight * (x + 1)) );
}
}
}
event bool Build()
{
if( InnerRadius<1 || StepWidth<1 || NumSteps<1 || NumStepsPer360<3 )
return BadParameters();
BeginBrush( false, GroupName );
BuildCurvedStair( +1 );
return EndBrush();
}
defaultproperties
{
InnerRadius=64
StepWidth=256
StepHeight=16
StepThickness=32
NumStepsPer360=8
NumSteps=8
SlopedCeiling=true
SlopedFloor=false
GroupName="Spiral"
CounterClockwise=0
BitmapFilename="Btn_SpiralStairs"
ToolTip="BrushBuilderName_SpiralStair"
}