2010-09-17 17:12:08 +00:00
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#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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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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2012-11-27 21:12:20 +00:00
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namespace CodeImp.DoomBuilder.BuilderModes
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2010-09-17 17:12:08 +00:00
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{
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internal class SectorLevelComparer : IComparer<SectorLevel>
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{
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// Center of sector to use for plane comparison
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public Vector2D center;
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// Constructor
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public SectorLevelComparer(Sector s)
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{
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this.center = new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2);
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}
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2015-04-14 11:33:57 +00:00
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// Comparer. -1 = x is less than y.
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2010-09-17 17:12:08 +00:00
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public int Compare(SectorLevel x, SectorLevel y)
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{
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2015-04-01 12:51:26 +00:00
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if(x == y) return 0; //mxd
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float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
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if(diff == 0)
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{
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2015-04-14 11:33:57 +00:00
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bool xislight = (x.type == SectorLevelType.Light || x.type == SectorLevelType.Glow);
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bool yislight = (y.type == SectorLevelType.Light || y.type == SectorLevelType.Glow);
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2015-04-01 12:51:26 +00:00
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//mxd. Push light levels above floor and ceiling levels when height is the same
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2015-04-14 11:33:57 +00:00
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if(!xislight) return (yislight ? -1 : 0);
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if(!yislight) return 1;
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2015-04-01 12:51:26 +00:00
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//mxd. Push light levels without lighttype (those should be lower levels of type 1 Transfer Brightness effect) above other ones
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2015-04-14 11:33:57 +00:00
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if(x.lighttype == y.lighttype) return 0; //TODO: how this should be handled?
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if(x.lighttype == LightLevelType.TYPE1_BOTTOM) return 1;
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return -1;
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2015-04-01 12:51:26 +00:00
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}
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return Math.Sign(diff);
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2010-09-17 17:12:08 +00:00
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}
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}
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}
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