UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/SectorLevelComparer.cs
MaxED abfcd8e53b Added, Preferences -> Appearance: added "Anisotropic filtering" and "Edge Antialiasing" settings. Also regrouped some settings.
Added, "Check polyobjects" error check: added a check for matching Polyobject and Mirror Polyobject numbers of Polyobj_StartLine action.
Changed, Visual mode: anisotropic filtering is now always applied (previously it was applied only when bilinear filtering was enabled).
Fixed, Visual mode: in some cases light values were incorrectly transferred between 3d floors and regular floors/ceilings.
Fixed, ACS parser: includes for each library must be stored separately (fixes inability to compile a script with an included library, which in turn includes files already included by the script).
2016-03-25 14:06:00 +00:00

69 lines
2.4 KiB
C#

#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<SectorLevel>
{
// 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);
}
}
}