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106 lines
3.1 KiB
C#
106 lines
3.1 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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namespace CodeImp.DoomBuilder.GZDoomEditing
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{
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internal class SectorData
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{
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#region ================== Variables
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// Sector for which this data is
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private Sector sector;
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// Levels have been built?
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private bool built;
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// First level is the sector's absolute ceiling
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// Last level is the sector's absolute floor
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private List<SectorLevel> levels;
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// Linedefs and Things of interest when building the levels
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// See RebuildSectorData() in BaseVisualMode.cs for the logic which selects interesting elements
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private List<Linedef> linedefs;
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private List<Thing> things;
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#endregion
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#region ================== Properties
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public Sector Sector { get { return sector; } }
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public bool Built { get { return built; } }
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public List<SectorLevel> Levels { get { return levels; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public SectorData(Sector s)
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{
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// Initialize
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this.sector = s;
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this.built = false;
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this.levels = new List<SectorLevel>(2);
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this.linedefs = new List<Linedef>(1);
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this.things = new List<Thing>(1);
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}
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#endregion
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#region ================== Public Methods
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// This adds a linedef that of interest to this sector, because it modifies the sector
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public void AddLinedef(Linedef l) { linedefs.Add(l); }
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// This adds a thing that of interest to this sector, because it modifies the sector
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public void AddThing(Thing t) { things.Add(t); }
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// This creates the levels with the things and linedefs of interest
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public void BuildLevels(BaseVisualMode mode)
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{
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int color = -1, light = sector.Brightness;
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bool absolute = true;
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// Create floor
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SectorLevel fl = new SectorLevel();
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fl.type = SectorLevelType.Floor;
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fl.plane = new Plane(new Vector3D(0, 0, 1), sector.FloorHeight);
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fl.color = -1;
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levels.Add(fl);
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// Create ceiling
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SectorLevel cl = new SectorLevel();
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cl.type = SectorLevelType.Ceiling;
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cl.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight);
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try
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{
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// Fetch ZDoom fields
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color = sector.Fields.ContainsKey("lightcolor") ? (int)sector.Fields["lightcolor"].Value : -1;
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light = sector.Fields.ContainsKey("lightfloor") ? (int)sector.Fields["lightfloor"].Value : 0;
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absolute = sector.Fields.ContainsKey("lightfloorabsolute") ? (bool)sector.Fields["lightfloorabsolute"].Value : false;
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}
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catch(Exception) { }
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if(!absolute) light = sector.Brightness + light;
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PixelColor lightcolor = PixelColor.FromInt(color);
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PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(light));
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PixelColor finalcolor = PixelColor.Modulate(lightcolor, brightness);
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cl.color = finalcolor.WithAlpha(255).ToInt();
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levels.Add(cl);
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// Done
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built = true;
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}
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#endregion
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}
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}
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