mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
368 lines
11 KiB
C#
368 lines
11 KiB
C#
#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 BaseVisualMode mode;
|
|
|
|
// Sector for which this data is
|
|
private 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 List<SectorLevel> lightlevels;
|
|
|
|
// Effects
|
|
private List<SectorEffect> alleffects;
|
|
private List<Effect3DFloor> 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 Dictionary<Sector, bool> updatesectors;
|
|
|
|
// Original floor and ceiling levels
|
|
private SectorLevel floor;
|
|
private 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<SectorLevel> LightLevels { get { return lightlevels; } }
|
|
public List<Effect3DFloor> ExtraFloors { get { return extrafloors; } }
|
|
public SectorLevel Floor { get { return floor; } }
|
|
public SectorLevel Ceiling { get { return ceiling; } }
|
|
public BaseVisualMode Mode { get { return mode; } }
|
|
public Dictionary<Sector, bool> 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<SectorLevel>(2);
|
|
this.extrafloors = new List<Effect3DFloor>(1);
|
|
this.alleffects = new List<SectorEffect>(1);
|
|
this.updatesectors = new Dictionary<Sector, bool>(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, bool copyFloor, bool copyCeiling) {
|
|
EffectPlaneCopySlope e = new EffectPlaneCopySlope(this, sourcelinedef, front, copyFloor, copyCeiling);
|
|
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<Thing> 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<Sector, bool> 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()
|
|
{
|
|
// Normal (flat) floor and ceiling planes
|
|
floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight);
|
|
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 (but not the first and the last)
|
|
SectorLevelComparer comparer = new SectorLevelComparer(sector);
|
|
lightlevels.Sort(1, lightlevels.Count - 2, comparer);
|
|
|
|
// 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 = lightlevels.Count - 2; i >= 0; i--)
|
|
{
|
|
SectorLevel l = lightlevels[i];
|
|
SectorLevel pl = lightlevels[i + 1];
|
|
|
|
// 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
|
|
}
|
|
}
|