UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundPropagationDomain.cs

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#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.SoundPropagationMode
{
public class SoundPropagationDomain
{
#region ================== Variables
private List<Sector> sectors;
private List<Sector> adjacentsectors;
private List<Linedef> blockinglines;
private FlatVertex[] level1geometry;
private FlatVertex[] level2geometry;
#endregion
#region ================== Properties
public List<Sector> Sectors { get { return sectors; } }
public List<Sector> AdjacentSectors { get { return adjacentsectors; } }
public List<Linedef> BlockingLines { get { return blockinglines; } }
public FlatVertex[] Level1Geometry { get { return level1geometry; } }
public FlatVertex[] Level2Geometry { get { return level2geometry; } }
#endregion
#region ================== Constructor
public SoundPropagationDomain(Sector sector)
{
sectors = new List<Sector>();
adjacentsectors = new List<Sector>();
blockinglines = new List<Linedef>();
CreateSoundPropagationDomain(sector);
}
#endregion
#region ================== Methods
private void CreateSoundPropagationDomain(Sector sourcesector)
{
List<Sector> sectorstocheck = new List<Sector> { sourcesector };
while(sectorstocheck.Count > 0)
{
// Make sure to first check all sectors that are not behind a sound blocking line
Sector sector = sectorstocheck[0];
foreach(Sidedef sd in sector.Sidedefs)
{
bool blocksound = sd.Line.IsFlagSet(SoundPropagationMode.BlockSoundFlag);
if(blocksound) blockinglines.Add(sd.Line);
// If the line is one sided, the sound can travel nowhere, so try the next one
if(sd.Other == null || blocksound) continue;
// Get the sector on the other side of the line we're checking right now
Sector oppositesector = sd.Other.Sector;
bool blockheight = IsSoundBlockedByHeight(sd.Line);
// Try next line if sound will not pass through the current one. The last check makes
// sure that the next line is tried if the current line is blocking sound, and the current
// sector is already behind a sound blocking line
if(oppositesector == null || blockheight) continue;
// If the opposite sector was not regarded at all yet...
if(!sectors.Contains(oppositesector) && !sectorstocheck.Contains(oppositesector))
{
sectorstocheck.Add(oppositesector);
}
}
sectorstocheck.Remove(sector);
sectors.Add(sector);
}
foreach(Linedef ld in blockinglines)
{
// Lines that don't have a back side, or where the sound is blocked due to
// the sector heights on each side can be skipped
if(IsSoundBlockedByHeight(ld)) continue;
if(!sectors.Contains(ld.Front.Sector)) adjacentsectors.Add(ld.Front.Sector);
if(!sectors.Contains(ld.Back.Sector)) adjacentsectors.Add(ld.Back.Sector);
}
List<FlatVertex> vertices = new List<FlatVertex>();
foreach(Sector s in sectors)
{
vertices.AddRange(s.FlatVertices);
}
level1geometry = vertices.ToArray();
level2geometry = vertices.ToArray();
for(int i = 0; i < level1geometry.Length; i++)
{
level1geometry[i].c = BuilderPlug.Me.Level1Color.WithAlpha(128).ToInt();
level2geometry[i].c = BuilderPlug.Me.Level2Color.WithAlpha(128).ToInt();
}
}
private static bool IsSoundBlockedByHeight(Linedef ld)
{
if(ld.Back == null || ld.Front == null) return false;
Sector s1 = ld.Front.Sector;
Sector s2 = ld.Back.Sector;
// Check if the sound will be blocked because of sector floor and ceiling heights
// (like closed doors, raised lifts etc.)
return (s1.CeilHeight <= s2.FloorHeight || s1.FloorHeight >= s2.CeilHeight ||
s2.CeilHeight <= s2.FloorHeight || s1.CeilHeight <= s1.FloorHeight);
}
#endregion
}
}