UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/SectorData.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal class SectorData
{
#region ================== Variables
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// Sector for which this data is
private Sector sector;
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// Levels have been built?
private bool built;
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// This is to prevent recursion when sectors need each other to build
private bool isbuilding;
// Levels sorted by height
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private List<SectorLevel> lightlevels;
// 3D floors
private List<Sector3DFloor> extrafloors;
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// Original floor and ceiling levels
private SectorLevel floor;
private SectorLevel ceiling;
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// Linedefs and Things of interest when building the levels
// See RebuildSectorData() in BaseVisualMode.cs for the logic which selects interesting elements
private List<Linedef> linedefs;
private List<Thing> things;
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#endregion
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#region ================== Properties
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public Sector Sector { get { return sector; } }
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public bool Built { get { return built; } }
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public List<SectorLevel> LightLevels { get { return lightlevels; } }
public List<Sector3DFloor> ExtraFloors { get { return extrafloors; } }
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public SectorLevel Floor { get { return floor; } }
public SectorLevel Ceiling { get { return ceiling; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public SectorData(BaseVisualMode mode, Sector s)
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{
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int color = -1, flight = s.Brightness, clight = s.Brightness;
bool fabs = true, cabs = true;
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// Initialize
this.sector = s;
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this.built = false;
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this.lightlevels = new List<SectorLevel>(2);
this.extrafloors = new List<Sector3DFloor>(1);
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this.linedefs = new List<Linedef>(1);
this.things = new List<Thing>(1);
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// Create floor and ceiling planes
floor = new SectorLevel(s, SectorLevelType.Floor);
ceiling = new SectorLevel(s, SectorLevelType.Ceiling);
floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight);
ceiling.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight);
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// Determine colors
try
{
// Fetch ZDoom fields
color = sector.Fields.ContainsKey("lightcolor") ? (int)sector.Fields["lightcolor"].Value : -1;
flight = sector.Fields.ContainsKey("lightfloor") ? (int)sector.Fields["lightfloor"].Value : 0;
fabs = sector.Fields.ContainsKey("lightfloorabsolute") ? (bool)sector.Fields["lightfloorabsolute"].Value : false;
clight = sector.Fields.ContainsKey("lightceiling") ? (int)sector.Fields["lightceiling"].Value : 0;
cabs = sector.Fields.ContainsKey("lightceilingabsolute") ? (bool)sector.Fields["lightceilingabsolute"].Value : false;
}
catch(Exception) { }
PixelColor lightcolor = PixelColor.FromInt(color);
if(!fabs) flight = sector.Brightness + flight;
if(!cabs) clight = sector.Brightness + clight;
PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(flight));
PixelColor ceilingbrightness = PixelColor.FromInt(mode.CalculateBrightness(clight));
PixelColor floorcolor = PixelColor.Modulate(lightcolor, floorbrightness);
PixelColor ceilingcolor = PixelColor.Modulate(lightcolor, ceilingbrightness);
floor.color = floorcolor.WithAlpha(255).ToInt();
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floor.brightnessbelow = sector.Brightness;
floor.colorbelow = lightcolor.WithAlpha(255);
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ceiling.color = ceilingcolor.WithAlpha(255).ToInt();
ceiling.brightnessbelow = sector.Brightness;
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ceiling.colorbelow = lightcolor.WithAlpha(255);
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// Add ceiling and floor
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lightlevels.Add(floor);
lightlevels.Add(ceiling);
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}
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#endregion
#region ================== Public Methods
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// This adds a linedef that of interest to this sector, because it modifies the sector
public void AddLinedef(Linedef l) { linedefs.Add(l); }
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// This adds a thing that of interest to this sector, because it modifies the sector
public void AddThing(Thing t) { things.Add(t); }
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// This creates additional levels from things and linedefs
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public void BuildLevels(BaseVisualMode mode)
{
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// Begin
if(isbuilding) return;
isbuilding = true;
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lightlevels.Clear();
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foreach(Linedef l in linedefs)
{
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// ========== Plane Align (see http://zdoom.org/wiki/Plane_Align) ==========
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if(l.Action == 181)
{
// Find the vertex furthest from the line
Vertex foundv = null;
float founddist = -1.0f;
foreach(Sidedef sd in sector.Sidedefs)
{
Vertex v = sd.IsFront ? sd.Line.Start : sd.Line.End;
float d = l.DistanceToSq(v.Position, false);
if(d > founddist)
{
foundv = v;
founddist = d;
}
}
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// Align floor with back of line
if((l.Args[0] == 1) && (l.Front.Sector == sector) && (l.Back != null))
{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.FloorHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.FloorHeight);
if(l.SideOfLine(v3) < 0.0f)
floor.plane = new Plane(v1, v2, v3, true);
else
floor.plane = new Plane(v2, v1, v3, true);
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}
// Align floor with front of line
else if((l.Args[0] == 2) && (l.Back.Sector == sector) && (l.Front != null))
{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.FloorHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.FloorHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.FloorHeight);
if(l.SideOfLine(v3) < 0.0f)
floor.plane = new Plane(v1, v2, v3, true);
else
floor.plane = new Plane(v2, v1, v3, true);
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}
// Align ceiling with back of line
if((l.Args[1] == 1) && (l.Front.Sector == sector) && (l.Back != null))
{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Back.Sector.CeilHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Back.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.CeilHeight);
if(l.SideOfLine(v3) > 0.0f)
ceiling.plane = new Plane(v1, v2, v3, false);
else
ceiling.plane = new Plane(v2, v1, v3, false);
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}
// Align ceiling with front of line
else if((l.Args[1] == 2) && (l.Back.Sector == sector) && (l.Front != null))
{
Vector3D v1 = new Vector3D(l.Start.Position.x, l.Start.Position.y, l.Front.Sector.CeilHeight);
Vector3D v2 = new Vector3D(l.End.Position.x, l.End.Position.y, l.Front.Sector.CeilHeight);
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Vector3D v3 = new Vector3D(foundv.Position.x, foundv.Position.y, sector.CeilHeight);
if(l.SideOfLine(v3) > 0.0f)
ceiling.plane = new Plane(v1, v2, v3, false);
else
ceiling.plane = new Plane(v2, v1, v3, false);
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}
}
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// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
else if(l.Action == 160)
{
if(l.Front != null)
{
SectorData sd = mode.GetSectorData(l.Front.Sector);
if(!sd.Built) sd.BuildLevels(mode);
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// Create 3D floor
Sector3DFloor ef = new Sector3DFloor(sd, l);
extrafloors.Add(ef);
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// Add levels so that they can participate in lighting
lightlevels.Add(ef.floor);
lightlevels.Add(ef.ceiling);
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}
}
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// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
else if(l.Action == 50)
{
if(l.Front != null)
{
SectorData sd = mode.GetSectorData(l.Front.Sector);
if(!sd.Built) sd.BuildLevels(mode);
//SectorLevel f = new SectorLevel(sd.Floor);
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SectorLevel c = new SectorLevel(sd.Ceiling);
c.type = SectorLevelType.Light;
//f.type = SectorLevelType.Light;
//f.color = 0;
//f.brightnessbelow = 0;
//f.colorbelow = PixelColor.FromInt(0);
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//levels.Add(f);
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lightlevels.Add(c);
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}
}
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}
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foreach(Thing t in things)
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{
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// ========== Copy floor slope ==========
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if(t.Type == 9510)
{
// Find tagged sector
Sector ts = null;
foreach(Sector s in General.Map.Map.Sectors)
{
if(s.Tag == t.Args[0])
{
ts = s;
break;
}
}
if(ts != null)
{
SectorData tsd = mode.GetSectorData(ts);
if(!tsd.Built) tsd.BuildLevels(mode);
floor.plane = tsd.floor.plane;
}
}
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// ========== Line floor slope ==========
else if(t.Type == 9500)
{
// Find the tagged line
Linedef ld = null;
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Tag == t.Args[0])
{
ld = l;
break;
}
}
if(ld != null)
{
// Slope the floor from the linedef to thing
t.DetermineSector(mode.BlockMap);
Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
if(ld.SideOfLine(t.Position) < 0.0f)
{
Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
floor.plane = new Plane(v1, v2, v3, true);
}
else
{
Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
floor.plane = new Plane(v2, v1, v3, true);
}
}
}
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}
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// Sort the levels
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lightlevels.Sort();
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// Floor is always first, ceiling always last
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lightlevels.Add(ceiling);
lightlevels.Insert(0, floor);
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// Now that we know the levels in this sector (and in the right order) we
// can determine the lighting in between and on the levels.
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// Start from the absolute ceiling and go down to 'cast' the lighting
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for(int i = lightlevels.Count - 2; i >= 0; i--)
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{
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SectorLevel l = lightlevels[i];
SectorLevel pl = lightlevels[i + 1];
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// Set color when no color is specified, or when a 3D floor is placed above the absolute floor
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if((l.color == 0) || ((l == floor) && (lightlevels.Count > 2)))
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{
PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(pl.brightnessbelow));
PixelColor floorcolor = PixelColor.Modulate(pl.colorbelow, floorbrightness);
l.color = floorcolor.WithAlpha(255).ToInt();
}
if(l.colorbelow.a == 0)
l.colorbelow = pl.colorbelow;
if(l.brightnessbelow == -1)
l.brightnessbelow = pl.brightnessbelow;
}
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// Done
built = true;
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isbuilding = false;
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}
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// This returns the level above the given point
public SectorLevel GetLevelAbove(Vector3D pos)
{
SectorLevel found = null;
float dist = float.MaxValue;
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foreach(SectorLevel l in lightlevels)
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{
float d = l.plane.GetZ(pos) - pos.z;
if((d > 0.0f) && (d < dist))
{
dist = d;
found = l;
}
}
return found;
}
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// This returns the level above the given point
public SectorLevel GetCeilingAbove(Vector3D pos)
{
SectorLevel found = null;
float dist = float.MaxValue;
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foreach(SectorLevel l in lightlevels)
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{
if(l.type == SectorLevelType.Ceiling)
{
float d = l.plane.GetZ(pos) - pos.z;
if((d > 0.0f) && (d < dist))
{
dist = d;
found = l;
}
}
}
return found;
}
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// This returns the level below the given point
public SectorLevel GetLevelBelow(Vector3D pos)
{
SectorLevel found = null;
float dist = float.MaxValue;
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foreach(SectorLevel l in lightlevels)
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{
float d = pos.z - l.plane.GetZ(pos);
if((d > 0.0f) && (d < dist))
{
dist = d;
found = l;
}
}
return found;
}
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// This returns the floor below the given point
public SectorLevel GetFloorBelow(Vector3D pos)
{
SectorLevel found = null;
float dist = float.MaxValue;
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foreach(SectorLevel l in lightlevels)
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{
if(l.type == SectorLevelType.Floor)
{
float d = pos.z - l.plane.GetZ(pos);
if((d > 0.0f) && (d < dist))
{
dist = d;
found = l;
}
}
}
return found;
}
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#endregion
}
}