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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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5fe89efc7c
Visual mode: added support for "Transfer Floor Brightness" (210) effect. Visual mode: added support for "Transfer Ceiling Brightness" (211) effect. Visual mode: changed the way thing brightness is calculated. Should be closer to GZDoom now. Sector Edit Form: you can now enter "++" or "--" into "Height Offset" input to raise or lower sectors by their height. Cosmetic fix in ZDoom_linedefs.cfg.
48 lines
1.5 KiB
C#
48 lines
1.5 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
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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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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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//mxd. Push light levels above floor and ceiling levels when height is the same
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if(x.type != SectorLevelType.Light) return (y.type == SectorLevelType.Light ? -1 : 0);
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if(y.type != SectorLevelType.Light) return (x.type == SectorLevelType.Light ? 1 : 0);
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//mxd. 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.type == SectorLevelType.Light && y.type == SectorLevelType.Light)
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{
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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 0;
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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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