#region === Copyright (c) 2010 Pascal van der Heiden === using System.Collections.Generic; using CodeImp.DoomBuilder.Geometry; using CodeImp.DoomBuilder.Map; using CodeImp.DoomBuilder.Rendering; #endregion namespace CodeImp.DoomBuilder.BuilderModes { internal class SectorData { #region ================== Variables // VisualMode private readonly BaseVisualMode mode; // Sector for which this data is private readonly Sector sector; // Levels have been updated? private bool updated; // This prevents recursion private bool isupdating; // All planes in the sector that cast or are affected by light private readonly List lightlevels; // Effects private readonly List alleffects; private readonly List extrafloors; // Sectors that must be updated when this sector is changed // The boolean value is the 'includeneighbours' of the UpdateSectorGeometry function which // indicates if the sidedefs of neighbouring sectors should also be rebuilt. private readonly Dictionary updatesectors; // Original floor and ceiling levels private readonly SectorLevel floor; private readonly SectorLevel ceiling; // This helps keeping track of changes // otherwise we update ceiling/floor too much private bool floorchanged; private bool ceilingchanged; #endregion #region ================== Properties public Sector Sector { get { return sector; } } public bool Updated { get { return updated; } } public bool FloorChanged { get { return floorchanged; } set { floorchanged |= value; } } public bool CeilingChanged { get { return ceilingchanged; } set { ceilingchanged |= value; } } public List LightLevels { get { return lightlevels; } } public List ExtraFloors { get { return extrafloors; } } public SectorLevel Floor { get { return floor; } } public SectorLevel Ceiling { get { return ceiling; } } public BaseVisualMode Mode { get { return mode; } } public Dictionary UpdateAlso { get { return updatesectors; } } #endregion #region ================== Constructor / Destructor // Constructor public SectorData(BaseVisualMode mode, Sector s) { // Initialize this.mode = mode; this.sector = s; this.updated = false; this.floorchanged = false; this.ceilingchanged = false; this.lightlevels = new List(2); this.extrafloors = new List(1); this.alleffects = new List(1); this.updatesectors = new Dictionary(2); this.floor = new SectorLevel(sector, SectorLevelType.Floor); this.ceiling = new SectorLevel(sector, SectorLevelType.Ceiling); BasicSetup(); // Add ceiling and floor lightlevels.Add(floor); lightlevels.Add(ceiling); } #endregion #region ================== Public Methods // 3D Floor effect public void AddEffect3DFloor(Linedef sourcelinedef) { Effect3DFloor e = new Effect3DFloor(this, sourcelinedef); extrafloors.Add(e); alleffects.Add(e); } // Brightness level effect public void AddEffectBrightnessLevel(Linedef sourcelinedef) { EffectBrightnessLevel e = new EffectBrightnessLevel(this, sourcelinedef); alleffects.Add(e); } // Line slope effect public void AddEffectLineSlope(Linedef sourcelinedef) { EffectLineSlope e = new EffectLineSlope(this, sourcelinedef); alleffects.Add(e); } //mxd. Plane copy slope effect public void AddEffectPlaneClopySlope(Linedef sourcelinedef, bool front) { EffectPlaneCopySlope e = new EffectPlaneCopySlope(this, sourcelinedef, front); alleffects.Add(e); } // Copy slope effect public void AddEffectCopySlope(Thing sourcething) { EffectCopySlope e = new EffectCopySlope(this, sourcething); alleffects.Add(e); } // Thing line slope effect public void AddEffectThingLineSlope(Thing sourcething) { EffectThingLineSlope e = new EffectThingLineSlope(this, sourcething); alleffects.Add(e); } // Thing slope effect public void AddEffectThingSlope(Thing sourcething) { EffectThingSlope e = new EffectThingSlope(this, sourcething); alleffects.Add(e); } // Thing vertex slope effect public void AddEffectThingVertexSlope(List sourcethings, bool slopefloor) { EffectThingVertexSlope e = new EffectThingVertexSlope(this, sourcethings, slopefloor); alleffects.Add(e); } //mxd. Add UDMF vertex offset effect public void AddEffectVertexOffset() { EffectUDMFVertexOffset e = new EffectUDMFVertexOffset(this); alleffects.Add(e); } // This adds a sector for updating public void AddUpdateSector(Sector s, bool includeneighbours) { updatesectors[s] = includeneighbours; } // This adds a sector level public void AddSectorLevel(SectorLevel level) { // Note: Inserting before the end so that the ceiling stays // at the end and the floor at the beginning lightlevels.Insert(lightlevels.Count - 1, level); } // This resets this sector data and all sectors that require updating after me public void Reset() { if(isupdating) return; isupdating = true; // This is set to false so that this sector is rebuilt the next time it is needed! updated = false; // The visual sector associated is now outdated if(mode.VisualSectorExists(sector)) { BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector); vs.UpdateSectorGeometry(false); } // Also reset the sectors that depend on this sector foreach(KeyValuePair s in updatesectors) { SectorData sd = mode.GetSectorData(s.Key); sd.Reset(); } isupdating = false; } // This sets up the basic floor and ceiling, as they would be in normal Doom circumstances private void BasicSetup() { //mxd if(sector.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(sector.FloorSlopeOffset / sector.FloorSlope.z)) { // Sloped plane floor.plane = new Plane(sector.FloorSlope, sector.FloorSlopeOffset); } else { // Normal (flat) floor plane floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight); } if(sector.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(sector.CeilSlopeOffset / sector.CeilSlope.z)) { // Sloped plane ceiling.plane = new Plane(sector.CeilSlope, sector.CeilSlopeOffset); } else { // Normal (flat) ceiling plane ceiling.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight); } // Fetch ZDoom fields int color = sector.Fields.GetValue("lightcolor", -1); int flight = sector.Fields.GetValue("lightfloor", 0); bool fabs = sector.Fields.GetValue("lightfloorabsolute", false); int clight = sector.Fields.GetValue("lightceiling", 0); bool cabs = sector.Fields.GetValue("lightceilingabsolute", false); // Determine colors & light levels 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(); floor.brightnessbelow = sector.Brightness; floor.colorbelow = lightcolor.WithAlpha(255); ceiling.color = ceilingcolor.WithAlpha(255).ToInt(); ceiling.brightnessbelow = sector.Brightness; ceiling.colorbelow = lightcolor.WithAlpha(255); } //mxd public void UpdateForced() { updated = false; Update(); } // When no geometry has been changed and no effects have been added or removed, // you can call this again to update existing effects. The effects will update // the existing SectorLevels to match with any changes. public void Update() { if(isupdating || updated) return; isupdating = true; // Set floor/ceiling to their original setup BasicSetup(); // Update all effects foreach(SectorEffect e in alleffects) e.Update(); // Sort the levels (only if there are more than 2 sector levels - mxd) if (lightlevels.Count > 2) { SectorLevelComparer comparer = new SectorLevelComparer(sector); lightlevels.Sort(0, lightlevels.Count, comparer); //mxd. Was lightlevels.Sort(1, lightlevels.Count - 2, comparer); } //mxd. 3d floors can be above the real ceiling, so let's find it first... int startindex = lightlevels.Count - 2; for(int i = lightlevels.Count - 2; i >= 0; i--) { if(lightlevels[i].type == SectorLevelType.Ceiling && lightlevels[i].sector.Index == sector.Index) { startindex = i; break; } } // 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. // Start from the absolute ceiling and go down to 'cast' the lighting for(int i = startindex; i >= 0; i--) { SectorLevel l = lightlevels[i]; SectorLevel pl = lightlevels[i + 1]; //mxd. If the real floor has "lightfloor" value and the 3d floor above it doesn't cast down light, use real floor's brightness if(General.Map.UDMF && l == floor && lightlevels.Count > 2 && !pl.transferbrightness && l.sector.Fields.ContainsKey("lightfloor")) { int light = l.sector.Fields.GetValue("lightfloor", pl.brightnessbelow); pl.brightnessbelow = (l.sector.Fields.GetValue("lightfloorabsolute", false) ? light : l.sector.Brightness + light); } // Set color when no color is specified, or when a 3D floor is placed above the absolute floor if((l.color == 0) || ((l == floor) && (lightlevels.Count > 2))) { 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; } floorchanged = false; ceilingchanged = false; updated = true; isupdating = false; } // This returns the level above the given point public SectorLevel GetLevelAbove(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { float d = l.plane.GetZ(pos) - pos.z; if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } return found; } // This returns the level above the given point public SectorLevel GetCeilingAbove(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { 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; } // This returns the level below the given point public SectorLevel GetLevelBelow(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { float d = pos.z - l.plane.GetZ(pos); if((d > 0.0f) && (d < dist)) { dist = d; found = l; } } return found; } // This returns the floor below the given point public SectorLevel GetFloorBelow(Vector3D pos) { SectorLevel found = null; float dist = float.MaxValue; foreach(SectorLevel l in lightlevels) { 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; } #endregion } }