UltimateZoneBuilder/Source/Plugins/BuilderModes/VisualModes/SectorLevelComparer.cs
MaxED 098e9724d9 Visual mode: rewritten most of the 3d floor clipping and light/color assignment logic. As a result, 3d floors should look much closer to what's seen in GZDoom.
Fixed, Visual mode: glow effect was not updated when changing sector textures using the "Select Texture" action.
Browse Textures/Flats window: when textures list is focused, you can now start typing to change the Filter.
2015-11-20 14:31:54 +00:00

53 lines
1.8 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
float diff = (float)Math.Round(x.plane.GetZ(center) - y.plane.GetZ(center), 3);
if(diff == 0)
{
//mxd. Push extrafloors above extraceilings
if(x.extrafloor && y.extrafloor && x.lighttype == LightLevelType.UNKNOWN && y.lighttype == LightLevelType.UNKNOWN)
{
if(x.type == SectorLevelType.Floor) return (y.type == SectorLevelType.Ceiling ? 1 : 0);
return (y.type == SectorLevelType.Floor ? -1 : 0);
}
bool xislight = (x.type == SectorLevelType.Light || x.type == SectorLevelType.Glow);
bool yislight = (y.type == SectorLevelType.Light || y.type == SectorLevelType.Glow);
//mxd. Push light levels above floor and ceiling levels when height is the same
if(!xislight) return (yislight ? -1 : 0);
if(!yislight) return 1;
//mxd. 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);
}
}
}