#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 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); //mxd. Push light levels above floor and ceiling levels when height is the same if(!xislight) return (yislight ? -1 : 0); if(!yislight) return 1; //mxd. 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); } } }