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cb882a4340
Fixed, Visual mode: sidedef geometry of sectors affected by "Copy Slope" effect was not updated when the source slope was modified.
616 lines
19 KiB
C#
616 lines
19 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.GZBuilder.Data;
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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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#region ================== Namespaces
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using CodeImp.DoomBuilder.VisualModes;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderModes
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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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// VisualMode
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private readonly BaseVisualMode mode;
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// Sector for which this data is
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private readonly Sector sector;
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// Levels have been updated?
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private bool updated;
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// This prevents recursion
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private bool isupdating;
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// All planes in the sector that cast or are affected by light
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private readonly List<SectorLevel> lightlevels;
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// Effects
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private readonly List<SectorEffect> alleffects;
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private readonly List<Effect3DFloor> extrafloors;
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private readonly EffectGlowingFlat glowingflateffect; //mxd
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internal GlowingFlatData CeilingGlow; //mxd
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internal GlowingFlatData FloorGlow; //mxd
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internal Plane FloorGlowPlane; //mxd
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internal Plane CeilingGlowPlane; //mxd
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// Sectors that must be updated when this sector is changed
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// The boolean value is the 'includeneighbours' of the UpdateSectorGeometry function which
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// indicates if the sidedefs of neighbouring sectors should also be rebuilt.
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private readonly Dictionary<Sector, bool> updatesectors;
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// Original floor and ceiling levels
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private readonly SectorLevel floor;
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private readonly SectorLevel floorbase; // mxd. Sector floor level, unaffected by glow / light properties transfer
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private readonly SectorLevel ceiling;
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private readonly SectorLevel ceilingbase; // mxd. Sector ceiling level, unaffected by glow / light properties transfer
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// This helps keeping track of changes
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// otherwise we update ceiling/floor too much
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private bool floorchanged;
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private bool ceilingchanged;
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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 Updated { get { return updated; } }
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public bool FloorChanged { get { return floorchanged; } set { floorchanged |= value; } }
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public bool CeilingChanged { get { return ceilingchanged; } set { ceilingchanged |= value; } }
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public List<SectorLevel> LightLevels { get { return lightlevels; } }
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public List<Effect3DFloor> ExtraFloors { get { return extrafloors; } }
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public List<SectorEffect> Effects { get { return alleffects; } } //mxd
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public SectorLevel Floor { get { return floor; } }
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public SectorLevel Ceiling { get { return ceiling; } }
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public BaseVisualMode Mode { get { return mode; } }
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public Dictionary<Sector, bool> UpdateAlso { get { return updatesectors; } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public SectorData(BaseVisualMode mode, Sector s)
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{
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// Initialize
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this.mode = mode;
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this.sector = s;
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this.updated = false;
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this.floorchanged = false;
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this.ceilingchanged = false;
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this.lightlevels = new List<SectorLevel>(2);
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this.extrafloors = new List<Effect3DFloor>(1);
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this.alleffects = new List<SectorEffect>(1);
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this.updatesectors = new Dictionary<Sector, bool>(2);
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this.floor = new SectorLevel(sector, SectorLevelType.Floor);
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this.floorbase = new SectorLevel(sector, SectorLevelType.Floor); //mxd
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this.ceiling = new SectorLevel(sector, SectorLevelType.Ceiling);
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this.ceilingbase = new SectorLevel(sector, SectorLevelType.Ceiling); //mxd
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this.glowingflateffect = new EffectGlowingFlat(this); //mxd
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// Add ceiling and floor
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lightlevels.Add(floor);
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lightlevels.Add(ceiling);
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BasicSetup();
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}
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#endregion
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#region ================== Public Methods
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// 3D Floor effect
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public void AddEffect3DFloor(Linedef sourcelinedef)
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{
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Effect3DFloor e = new Effect3DFloor(this, sourcelinedef);
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extrafloors.Add(e);
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alleffects.Add(e);
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//mxd. Extrafloor neighbours should be updated when extrafloor is changed
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foreach(Sidedef sd in this.Sector.Sidedefs)
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{
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if(sd.Other != null && sd.Other.Sector != null)
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AddUpdateSector(sd.Other.Sector, false);
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}
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}
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// Brightness level effect
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public void AddEffectBrightnessLevel(Linedef sourcelinedef)
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{
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EffectBrightnessLevel e = new EffectBrightnessLevel(this, sourcelinedef);
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alleffects.Add(e);
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}
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//mxd. Transfer Floor Brightness effect
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public void AddEffectTransferFloorBrightness(Linedef sourcelinedef)
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{
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EffectTransferFloorBrightness e = new EffectTransferFloorBrightness(this, sourcelinedef);
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alleffects.Add(e);
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}
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//mxd. Transfer Floor Brightness effect
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public void AddEffectTransferCeilingBrightness(Linedef sourcelinedef)
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{
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EffectTransferCeilingBrightness e = new EffectTransferCeilingBrightness(this, sourcelinedef);
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alleffects.Add(e);
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}
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// Line slope effect
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public void AddEffectLineSlope(Linedef sourcelinedef)
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{
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EffectLineSlope e = new EffectLineSlope(this, sourcelinedef);
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alleffects.Add(e);
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}
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//mxd. Plane copy slope effect
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public void AddEffectPlaneClopySlope(Linedef sourcelinedef, bool front)
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{
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EffectPlaneCopySlope e = new EffectPlaneCopySlope(this, sourcelinedef, front);
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alleffects.Add(e);
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}
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// Copy slope effect
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public void AddEffectCopySlope(Thing sourcething)
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{
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EffectCopySlope e = new EffectCopySlope(this, sourcething);
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alleffects.Add(e);
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}
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// Thing line slope effect
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public void AddEffectThingLineSlope(Thing sourcething)
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{
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EffectThingLineSlope e = new EffectThingLineSlope(this, sourcething);
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alleffects.Add(e);
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}
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// Thing slope effect
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public void AddEffectThingSlope(Thing sourcething)
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{
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EffectThingSlope e = new EffectThingSlope(this, sourcething);
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alleffects.Add(e);
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}
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// Thing vertex slope effect
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public void AddEffectThingVertexSlope(List<Thing> sourcethings, bool slopefloor)
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{
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EffectThingVertexSlope e = new EffectThingVertexSlope(this, sourcethings, slopefloor);
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alleffects.Add(e);
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}
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// SRB2-style Thing vertex slope effect
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public void AddEffectSRB2ThingVertexSlope(List<Thing> sourcethings, bool slopefloor, VisualBlockMap blockmap, BSP bsp)
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{
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EffectSRB2ThingVertexSlope e = new EffectSRB2ThingVertexSlope(this, sourcethings, slopefloor, blockmap, bsp);
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alleffects.Add(e);
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}
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//mxd. Add UDMF vertex offset effect
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public void AddEffectVertexOffset()
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{
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EffectUDMFVertexOffset e = new EffectUDMFVertexOffset(this);
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alleffects.Add(e);
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}
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// This adds a sector for updating
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public void AddUpdateSector(Sector s, bool includeneighbours)
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{
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updatesectors[s] = includeneighbours;
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}
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// This adds a sector level
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public void AddSectorLevel(SectorLevel level)
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{
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// Note: Inserting before the end so that the ceiling stays
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// at the end and the floor at the beginning
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lightlevels.Insert(lightlevels.Count - 1, level);
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}
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// This resets this sector data and all sectors that require updating after me
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/*public void Reset()
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{
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if(isupdating) return;
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isupdating = true;
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// This is set to false so that this sector is rebuilt the next time it is needed!
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updated = false;
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// The visual sector associated is now outdated
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if(mode.VisualSectorExists(sector))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector);
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vs.UpdateSectorGeometry(false);
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}
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// Also reset the sectors that depend on this sector
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foreach(KeyValuePair<Sector, bool> s in updatesectors)
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{
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SectorData sd = mode.GetSectorData(s.Key);
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sd.Reset();
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}
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isupdating = false;
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}*/
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//mxd. This marks this sector data and all sector datas that require updating as not updated
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public void Reset(bool resetneighbours)
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{
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if(isupdating) return;
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isupdating = true;
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// This is set to false so that this sector is rebuilt the next time it is needed!
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updated = false;
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// The visual sector associated is now outdated
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if(mode.VisualSectorExists(sector))
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{
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BaseVisualSector vs = (BaseVisualSector)mode.GetVisualSector(sector);
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vs.Changed = true;
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}
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// Reset the sectors that depend on this sector
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if(resetneighbours)
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{
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foreach(KeyValuePair<Sector, bool> s in updatesectors)
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{
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SectorData sd = mode.GetSectorDataEx(s.Key);
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if(sd != null) sd.Reset(s.Value);
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}
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}
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isupdating = false;
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}
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// This sets up the basic floor and ceiling, as they would be in normal Doom circumstances
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private void BasicSetup()
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{
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//mxd
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if(sector.FloorSlope.GetLengthSq() > 0 && !float.IsNaN(sector.FloorSlopeOffset / sector.FloorSlope.z))
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{
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// Sloped plane
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floor.plane = new Plane(sector.FloorSlope, sector.FloorSlopeOffset);
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}
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else
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{
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// Normal (flat) floor plane
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floor.plane = new Plane(new Vector3D(0, 0, 1), -sector.FloorHeight);
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}
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if(sector.CeilSlope.GetLengthSq() > 0 && !float.IsNaN(sector.CeilSlopeOffset / sector.CeilSlope.z))
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{
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// Sloped plane
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ceiling.plane = new Plane(sector.CeilSlope, sector.CeilSlopeOffset);
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}
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else
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{
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// Normal (flat) ceiling plane
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ceiling.plane = new Plane(new Vector3D(0, 0, -1), sector.CeilHeight);
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}
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// Fetch ZDoom fields
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int color = sector.Fields.GetValue("lightcolor", -1);
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int flight = sector.Fields.GetValue("lightfloor", 0);
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bool fabs = sector.Fields.GetValue("lightfloorabsolute", false);
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int clight = sector.Fields.GetValue("lightceiling", 0);
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bool cabs = sector.Fields.GetValue("lightceilingabsolute", false);
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//int alpha = sector.Fields.GetValue("lightalpha", 255);
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// Determine colors & light levels
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PixelColor lightcolor = PixelColor.FromInt(color);
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if(!fabs) flight = sector.Brightness + flight;
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if(!cabs) clight = sector.Brightness + clight;
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PixelColor floorbrightness = PixelColor.FromInt(mode.CalculateBrightness(flight));
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PixelColor ceilingbrightness = PixelColor.FromInt(mode.CalculateBrightness(clight));
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PixelColor floorcolor = PixelColor.Modulate(lightcolor, floorbrightness);
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PixelColor ceilingcolor = PixelColor.Modulate(lightcolor, ceilingbrightness);
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floor.color = floorcolor.WithAlpha(255).ToInt();
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floor.brightnessbelow = sector.Brightness;
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floor.colorbelow = lightcolor.WithAlpha(255);
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ceiling.color = ceilingcolor.WithAlpha(255).ToInt();
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ceiling.brightnessbelow = sector.Brightness;
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ceiling.colorbelow = lightcolor.WithAlpha(255);
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//mxd. Store a copy of initial settings
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floor.CopyProperties(floorbase);
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ceiling.CopyProperties(ceilingbase);
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//mxd. We need sector brightness here, unaffected by custom ceiling brightness...
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ceilingbase.brightnessbelow = sector.Brightness;
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ceilingbase.color = PixelColor.FromInt(mode.CalculateBrightness(sector.Brightness)).WithAlpha(255).ToInt();
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//mxd
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glowingflateffect.Update();
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}
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//mxd
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public void UpdateForced()
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{
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updated = false;
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Update();
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}
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// When no geometry has been changed and no effects have been added or removed,
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// you can call this again to update existing effects. The effects will update
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// the existing SectorLevels to match with any changes.
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public void Update()
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{
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if(isupdating || updated) return;
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isupdating = true;
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// Set floor/ceiling to their original setup
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BasicSetup();
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// Update all effects
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foreach(SectorEffect e in alleffects) e.Update();
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//mxd. Do complicated light level shenanigans only when there are extrafloors
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if(lightlevels.Count > 2)
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{
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// Sort the levels
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SectorLevelComparer comparer = new SectorLevelComparer(sector);
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lightlevels.Sort(0, lightlevels.Count, comparer);
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// Now that we know the levels in this sector (and in the right order)
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// we can determine the lighting in between and on the levels.
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SectorLevel stored = ceilingbase;
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//mxd. Special cases...
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if(lightlevels[lightlevels.Count - 1].disablelighting)
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{
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lightlevels[lightlevels.Count - 1].colorbelow = stored.colorbelow;
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lightlevels[lightlevels.Count - 1].brightnessbelow = stored.brightnessbelow;
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lightlevels[lightlevels.Count - 1].color = GetLevelColor(stored);
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}
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//mxd. Cast light properties from top to bottom
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for(int i = lightlevels.Count - 2; i >= 0; i--)
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{
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SectorLevel l = lightlevels[i];
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SectorLevel pl = lightlevels[i + 1];
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// Glow levels don't cast light
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if(pl.type == SectorLevelType.Glow && lightlevels.Count > i + 2) pl = lightlevels[i + 2];
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if(l.lighttype == LightLevelType.TYPE1)
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{
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stored = pl;
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}
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// Use stored light params when "disablelighting" flag is set
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else if(l.disablelighting)
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{
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l.colorbelow = stored.colorbelow;
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l.brightnessbelow = stored.brightnessbelow;
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l.color = GetLevelColor(stored);
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}
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else if(l.restrictlighting)
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{
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if(!pl.restrictlighting && pl != ceiling) stored = pl;
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l.color = GetLevelColor(stored);
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// This is the bottom side of extrafloor with "restrict lighting" flag. Make it cast stored light props.
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if(l.type == SectorLevelType.Ceiling)
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{
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// Special case: 2 intersecting extrafloors with "restrictlighting" flag...
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if(pl.restrictlighting && pl.type == SectorLevelType.Floor && pl.sector.Index != l.sector.Index)
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{
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// Use light and color settings from previous layer
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l.colorbelow = pl.colorbelow;
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l.brightnessbelow = pl.brightnessbelow;
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l.color = GetLevelColor(pl);
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// Also colorize previous layer using next higher level color
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if(i + 2 < lightlevels.Count) pl.color = GetLevelColor(lightlevels[i + 2]);
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}
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else
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{
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l.colorbelow = stored.colorbelow;
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l.brightnessbelow = stored.brightnessbelow;
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}
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}
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}
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// Bottom TYPE1 border requires special handling...
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else if(l.lighttype == LightLevelType.TYPE1_BOTTOM)
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{
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// Use brightness and color from previous light level when it's between TYPE1 and TYPE1_BOTTOM levels
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if(pl.type == SectorLevelType.Light && pl.lighttype != LightLevelType.TYPE1)
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{
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l.brightnessbelow = pl.brightnessbelow;
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l.colorbelow = pl.colorbelow;
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}
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// Use brightness and color from the light level above TYPE1 level
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else if(stored.type == SectorLevelType.Light)
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{
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l.brightnessbelow = stored.brightnessbelow;
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l.colorbelow = stored.colorbelow;
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}
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// Otherwise light values from the real ceiling are used
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}
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else if(l.lighttype == LightLevelType.UNKNOWN)
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{
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// Use stored light level when previous one has "disablelighting" flag
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// or is the lower boundary of an extrafloor with "restrictlighting" flag
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SectorLevel src = (pl.disablelighting || (pl.restrictlighting && pl.type == SectorLevelType.Ceiling) ? stored : pl);
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if((src == l) || (src == ceiling && l == floor && src.LightPropertiesMatch(ceilingbase)))
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{
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// Don't change anything when light properties were reset before hitting floor
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// (otherwise floor UDMF brightness will be lost)
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continue;
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}
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// Transfer color and brightness if previous level has them
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if(src.colorbelow.a > 0 && src.brightnessbelow != -1)
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{
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// Only surface brightness is retained when a glowing flat is used as extrafloor texture
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if(!l.affectedbyglow) l.color = GetLevelColor(src);
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// Transfer brightnessbelow and colorbelow if current level is not extrafloor top
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if(!(l.extrafloor && l.type == SectorLevelType.Floor))
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{
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l.brightnessbelow = src.brightnessbelow;
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l.colorbelow = src.colorbelow;
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}
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}
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// Store bottom extrafloor level if it doesn't have "restrictlighting" or "restrictlighting" flags set
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if(l.extrafloor && l.type == SectorLevelType.Ceiling && !l.restrictlighting && !l.disablelighting) stored = l;
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}
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}
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}
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//mxd. Apply ceiling glow effect?
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if(CeilingGlow != null)
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{
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if(CeilingGlow.Fullbright) ceiling.color = PixelColor.INT_WHITE;
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else if(CeilingGlow.Fullblack) ceiling.color = PixelColor.INT_BLACK;
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}
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//mxd. Apply floor glow effect?
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if(FloorGlow != null)
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{
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// Update floor color
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if(FloorGlow.Fullbright) floor.color = PixelColor.INT_WHITE;
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else if(FloorGlow.Fullblack) floor.color = PixelColor.INT_BLACK;
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// Update brightness
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floor.brightnessbelow = (FloorGlow.Fullbright ? 255 : Math.Max(128, floor.brightnessbelow));
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if(floor.colorbelow.ToInt() == 0)
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{
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byte bb = (byte)floor.brightnessbelow;
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floor.colorbelow = new PixelColor(255, bb, bb, bb);
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}
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}
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//mxd
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floor.affectedbyglow = (FloorGlow != null);
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ceiling.affectedbyglow = (CeilingGlow != null);
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floorchanged = false;
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ceilingchanged = false;
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updated = true;
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isupdating = false;
|
|
}
|
|
|
|
// This returns the level above the given point
|
|
public SectorLevel GetLevelAbove(Vector3D pos)
|
|
{
|
|
SectorLevel found = null;
|
|
float dist = float.MaxValue;
|
|
|
|
foreach(SectorLevel l in lightlevels)
|
|
{
|
|
float d = l.plane.GetZ(pos) - pos.z;
|
|
if((d > 0.0f) && (d < dist))
|
|
{
|
|
dist = d;
|
|
found = l;
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
//mxd. This returns the level above the given point or the level given point is located on
|
|
public SectorLevel GetLevelAboveOrAt(Vector3D pos)
|
|
{
|
|
SectorLevel found = null;
|
|
float dist = float.MaxValue;
|
|
|
|
foreach(SectorLevel l in lightlevels)
|
|
{
|
|
float d = l.plane.GetZ(pos) - pos.z;
|
|
if((d >= 0.0f) && (d < dist))
|
|
{
|
|
dist = d;
|
|
found = l;
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
// This returns the level above the given point
|
|
public SectorLevel GetCeilingAbove(Vector3D pos)
|
|
{
|
|
SectorLevel found = null;
|
|
float dist = float.MaxValue;
|
|
|
|
foreach(SectorLevel l in lightlevels)
|
|
{
|
|
if(l.type == SectorLevelType.Ceiling)
|
|
{
|
|
float d = l.plane.GetZ(pos) - pos.z;
|
|
if((d > 0.0f) && (d < dist))
|
|
{
|
|
dist = d;
|
|
found = l;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
// This returns the level below the given point
|
|
public SectorLevel GetLevelBelow(Vector3D pos)
|
|
{
|
|
SectorLevel found = null;
|
|
float dist = float.MaxValue;
|
|
|
|
foreach(SectorLevel l in lightlevels)
|
|
{
|
|
float d = pos.z - l.plane.GetZ(pos);
|
|
if((d > 0.0f) && (d < dist))
|
|
{
|
|
dist = d;
|
|
found = l;
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
// This returns the floor below the given point
|
|
public SectorLevel GetFloorBelow(Vector3D pos)
|
|
{
|
|
SectorLevel found = null;
|
|
float dist = float.MaxValue;
|
|
|
|
foreach(SectorLevel l in lightlevels)
|
|
{
|
|
if(l.type == SectorLevelType.Floor)
|
|
{
|
|
float d = pos.z - l.plane.GetZ(pos);
|
|
if((d > 0.0f) && (d < dist))
|
|
{
|
|
dist = d;
|
|
found = l;
|
|
}
|
|
}
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
//mxd
|
|
private int GetLevelColor(SectorLevel src)
|
|
{
|
|
PixelColor brightness = PixelColor.FromInt(mode.CalculateBrightness(src.brightnessbelow));
|
|
PixelColor color = PixelColor.Modulate(src.colorbelow, brightness);
|
|
return color.WithAlpha(255).ToInt();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|