#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 { // 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. -1 = x is less than y. public int Compare(SectorLevel x, SectorLevel y) { if(x == y) return 0; //mxd //mxd. Handle surfaces with the same height float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3); if(diff == 0) { bool xislight = (x.type == SectorLevelType.Light || x.type == SectorLevelType.Glow); bool yislight = (y.type == SectorLevelType.Light || y.type == SectorLevelType.Glow); // Compare regular and extrafloors if(!xislight && ! yislight && x.lighttype == LightLevelType.UNKNOWN && y.lighttype == LightLevelType.UNKNOWN) { // Both are 3d floors. Push extrafloors above extraceilings if(x.extrafloor && y.extrafloor) { if(x.type == SectorLevelType.Floor) return (y.type == SectorLevelType.Ceiling ? 1 : 0); return (y.type == SectorLevelType.Floor ? -1 : 0); } // None is 3d floor. Push ceilings above floors if(!x.extrafloor && !y.extrafloor) { if(x.type == SectorLevelType.Floor) return (y.type == SectorLevelType.Ceiling ? -1 : 0); return (y.type == SectorLevelType.Floor ? 1 : 0); } // One is 3d floor. Push it below the regular surface if it has "disablelighting" flag, and above otherwise return ((x.extrafloor && x.disablelighting) || (y.extrafloor && !y.disablelighting) ? -1 : 1); } // Push light levels above floor and ceiling levels when height is the same if(!xislight) return (yislight ? -1 : 0); if(!yislight) return 1; // Push light levels without lighttype (those should be lower levels of type 1 Transfer Brightness effect) above other ones if(x.lighttype == y.lighttype) return 0; //TODO: how this should be handled? if(x.lighttype == LightLevelType.TYPE1_BOTTOM) return 1; return -1; } return Math.Sign(diff); } } }