mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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abfcd8e53b
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).
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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{
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internal class SectorLevelComparer : IComparer<SectorLevel>
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{
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// Center of sector to use for plane comparison
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public Vector2D center;
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// Constructor
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public SectorLevelComparer(Sector s)
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{
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this.center = new Vector2D(s.BBox.Left + s.BBox.Width / 2, s.BBox.Top + s.BBox.Height / 2);
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}
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// Comparer. -1 = x is less than y.
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public int Compare(SectorLevel x, SectorLevel y)
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{
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if(x == y) return 0; //mxd
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//mxd. Handle surfaces with the same height
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float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
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if(diff == 0)
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{
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bool xislight = (x.type == SectorLevelType.Light || x.type == SectorLevelType.Glow);
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bool yislight = (y.type == SectorLevelType.Light || y.type == SectorLevelType.Glow);
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// Compare regular and extrafloors
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if(!xislight && ! yislight && x.lighttype == LightLevelType.UNKNOWN && y.lighttype == LightLevelType.UNKNOWN)
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{
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// Both are 3d floors. Push extrafloors above extraceilings
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if(x.extrafloor && y.extrafloor)
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{
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if(x.type == SectorLevelType.Floor) return (y.type == SectorLevelType.Ceiling ? 1 : 0);
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return (y.type == SectorLevelType.Floor ? -1 : 0);
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}
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// None is 3d floor. Push ceilings above floors
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if(!x.extrafloor && !y.extrafloor)
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{
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if(x.type == SectorLevelType.Floor) return (y.type == SectorLevelType.Ceiling ? -1 : 0);
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return (y.type == SectorLevelType.Floor ? 1 : 0);
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}
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// One is 3d floor. Push it below the regular surface if it has "disablelighting" flag, and above otherwise
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return ((x.extrafloor && x.disablelighting) || (y.extrafloor && !y.disablelighting) ? -1 : 1);
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}
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// Push light levels above floor and ceiling levels when height is the same
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if(!xislight) return (yislight ? -1 : 0);
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if(!yislight) return 1;
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// Push light levels without lighttype (those should be lower levels of type 1 Transfer Brightness effect) above other ones
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if(x.lighttype == y.lighttype) return 0; //TODO: how this should be handled?
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if(x.lighttype == LightLevelType.TYPE1_BOTTOM) return 1;
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return -1;
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}
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return Math.Sign(diff);
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}
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}
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}
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