UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/SectorLevelComparer.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Collections.Generic;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
#endregion
namespace CodeImp.DoomBuilder.BuilderModes
{
internal class SectorLevelComparer : IComparer<SectorLevel>
{
// Center of sector to use for plane comparison
public Vector2D center;
// Constructor
public SectorLevelComparer(Sector s)
{
this.center = new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2);
}
// Comparer
public int Compare(SectorLevel x, SectorLevel y)
{
if(x == y) return 0; //mxd
float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
if(diff == 0)
{
//mxd. Push light levels above floor and ceiling levels when height is the same
if(x.type != SectorLevelType.Light) return (y.type == SectorLevelType.Light ? -1 : 0);
if(y.type != SectorLevelType.Light) return (x.type == SectorLevelType.Light ? 1 : 0);
//mxd. Push light levels without lighttype (those should be lower levels of type 1 Transfer Brightness effect) above other ones
if(x.type == SectorLevelType.Light && y.type == SectorLevelType.Light)
{
if(x.lighttype == y.lighttype) return 0; //TODO: how this should be handled?
if(x.lighttype == LightLevelType.TYPE1_BOTTOM) return 1;
return -1;
}
return 0;
}
return Math.Sign(diff);
}
}
}