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In Sound Propagation Mode you can set the start (default: Shift+S) and end (default: Shift+E) sectors between which a path the sound can travel will be found and displayed.
126 lines
3.9 KiB
C#
Executable file
126 lines
3.9 KiB
C#
Executable file
#region ================== Namespaces
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using System.Collections.Generic;
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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.SoundPropagationMode
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{
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public class SoundPropagationDomain
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{
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#region ================== Variables
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private HashSet<Sector> sectors;
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private HashSet<Sector> adjacentsectors;
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private FlatVertex[] level1geometry;
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private FlatVertex[] level2geometry;
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#endregion
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#region ================== Properties
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public HashSet<Sector> Sectors { get { return sectors; } }
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public HashSet<Sector> AdjacentSectors { get { return adjacentsectors; } }
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public FlatVertex[] Level1Geometry { get { return level1geometry; } }
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public FlatVertex[] Level2Geometry { get { return level2geometry; } }
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public int Color { get; set; } //mxd
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#endregion
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#region ================== Constructor
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public SoundPropagationDomain(Sector sector)
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{
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sectors = new HashSet<Sector>();
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adjacentsectors = new HashSet<Sector>();
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CreateSoundPropagationDomain(sector);
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}
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#endregion
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#region ================== Methods
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private void CreateSoundPropagationDomain(Sector sourcesector)
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{
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List<Sector> sectorstocheck = new List<Sector> { sourcesector };
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HashSet<Linedef> blockinglines = new HashSet<Linedef>(); //mxd
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while(sectorstocheck.Count > 0)
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{
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// Make sure to first check all sectors that are not behind a sound blocking line
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Sector sector = sectorstocheck[0];
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foreach(Sidedef sd in sector.Sidedefs)
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{
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bool blocksound = sd.Line.IsFlagSet(SoundPropagationMode.BlockSoundFlag);
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if(blocksound && sd.Other != null) blockinglines.Add(sd.Line);
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// If the line is one sided, the sound can travel nowhere, so try the next one
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if(sd.Other == null || blocksound) continue;
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// Get the sector on the other side of the line we're checking right now
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Sector oppositesector = sd.Other.Sector;
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bool blockheight = IsSoundBlockedByHeight(sd.Line);
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// Try next line if sound will not pass through the current one. The last check makes
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// sure that the next line is tried if the current line is blocking sound, and the current
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// sector is already behind a sound blocking line
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if(oppositesector == null || blockheight) continue;
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// If the opposite sector was not regarded at all yet...
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if(!sectors.Contains(oppositesector) && !sectorstocheck.Contains(oppositesector))
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{
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sectorstocheck.Add(oppositesector);
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}
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}
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sectorstocheck.Remove(sector);
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sectors.Add(sector);
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}
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foreach(Linedef ld in blockinglines)
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{
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// Lines that don't have a back side, or where the sound is blocked due to
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// the sector heights on each side can be skipped
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if(IsSoundBlockedByHeight(ld)) continue;
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if(!sectors.Contains(ld.Front.Sector)) adjacentsectors.Add(ld.Front.Sector);
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if(!sectors.Contains(ld.Back.Sector)) adjacentsectors.Add(ld.Back.Sector);
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}
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List<FlatVertex> vertices = new List<FlatVertex>();
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foreach(Sector s in sectors)
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{
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vertices.AddRange(s.FlatVertices);
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}
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level1geometry = vertices.ToArray();
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level2geometry = vertices.ToArray();
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for(int i = 0; i < level1geometry.Length; i++)
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{
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level1geometry[i].c = BuilderPlug.Me.Level1Color.WithAlpha(128).ToInt();
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level2geometry[i].c = BuilderPlug.Me.Level2Color.WithAlpha(128).ToInt();
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}
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}
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public static bool IsSoundBlockedByHeight(Linedef ld)
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{
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if(ld.Back == null || ld.Front == null) return false;
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Sector s1 = ld.Front.Sector;
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Sector s2 = ld.Back.Sector;
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// Check if the sound will be blocked because of sector floor and ceiling heights
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// (like closed doors, raised lifts etc.)
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return (s1.CeilHeight <= s2.FloorHeight || s1.FloorHeight >= s2.CeilHeight ||
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s2.CeilHeight <= s2.FloorHeight || s1.CeilHeight <= s1.FloorHeight);
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}
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#endregion
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}
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}
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