@ work on (G)ZDoom Editing plugin

This commit is contained in:
codeimp 2010-09-09 06:13:20 +00:00
parent 272acc619c
commit 4ede9aa1cb
4 changed files with 128 additions and 41 deletions

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@ -462,7 +462,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
}
}
// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
else if(l.Action == 160)
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
else if((l.Action == 160) || (l.Action == 50))
{
if(sectortags.ContainsKey(l.Args[0]))
{
@ -480,7 +481,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
foreach(Thing t in General.Map.Map.Things)
{
// ========== Copy floor slope ==========
if(t.Type == 9510)
// ========== Line floor slope ==========
if((t.Type == 9510) || (t.Type == 9500))
{
t.DetermineSector(blockmap);
if(t.Sector != null)

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@ -216,6 +216,25 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
levels.Add(c);
}
}
// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
else if(l.Action == 50)
{
if(l.Front != null)
{
SectorData sd = mode.GetSectorData(l.Front.Sector);
if(!sd.Built) sd.BuildLevels(mode);
SectorLevel f = new SectorLevel(sd.Floor);
SectorLevel c = new SectorLevel(sd.Ceiling);
c.type = SectorLevelType.Light;
f.type = SectorLevelType.Light;
f.color = 0;
f.brightnessbelow = 0;
f.colorbelow = PixelColor.FromInt(0);
//levels.Add(f);
levels.Add(c);
}
}
}
foreach(Thing t in things)
@ -241,6 +260,39 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
floor.plane = tsd.floor.plane;
}
}
// ========== Line floor slope ==========
else if(t.Type == 9500)
{
// Find the tagged line
Linedef ld = null;
foreach(Linedef l in General.Map.Map.Linedefs)
{
if(l.Tag == t.Args[0])
{
ld = l;
break;
}
}
if(ld != null)
{
// Slope the floor from the linedef to thing
t.DetermineSector(mode.BlockMap);
Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
if(ld.SideOfLine(t.Position) < 0.0f)
{
Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
floor.plane = new Plane(v1, v2, v3, true);
}
else
{
Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
floor.plane = new Plane(v2, v1, v3, true);
}
}
}
}
// Sort the levels

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@ -153,6 +153,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// Heights of the floor on the other side
float ol = osd.Floor.plane.GetZ(tp.vlt);
float or = osd.Floor.plane.GetZ(tp.vrt);
Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
// Go for all levels to build geometry
List<WorldVertex> verts = new List<WorldVertex>();
@ -173,55 +175,39 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// When both corners are above the heights of the floor on
// the other side, then we can stop building.
if((lbl > ol) && (lbr > or))
if(((lbl - ol) > 0.001f) && ((lbr - or) > 0.001f))
break;
// Make coordinates for the corners
Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl);
Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl);
Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr);
Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr);
// Compare corner heights to see if we should split
if((lbl < ltl) && (lbr >= ltr))
// Check if the plane on the other side crosses our top plane
// Then we must create two vertical parts
float int_u = -1.0f;
if(lt.plane.GetIntersection(vol, vor, ref int_u) && (int_u > 0.0f) && (int_u < 1.0f))
{
// Split vertically with geometry on the left
float u_ray = 1.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
// Determine top and bottom vertices in the middle (at the split)
Vector3D vmt = vlt + (vrt - vlt) * int_u;
Vector3D vmb = vlb + (vrb - vlb) * int_u;
// Clip vertices to the heights of the plane on the other side
if(vlt.z > ol) vlt.z = ol;
if(vrt.z > or) vrt.z = or;
CreateVerticalPart(verts, tp, lb, lt, vmb, vmt, vrb, vrt, c);
CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vmb, vmt, c);
}
else if((lbl >= ltl) && (lbr < ltr))
else
{
// Split vertically with geometry on the right
float u_ray = 0.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
else if((lbl < ltl) && (lbr < ltr))
{
// Span entire width
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
// Clip vertices to the heights of the plane on the other side
if(vlt.z > ol) vlt.z = ol;
if(vrt.z > or) vrt.z = or;
// Create single vertical part
CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vrb, vrt, c);
}
}
@ -235,6 +221,53 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
return false;
}
}
// This creates the geometry for a vertical part of the wall
private void CreateVerticalPart(List<WorldVertex> verts, TexturePlane tp, SectorLevel lb, SectorLevel lt,
Vector3D vlb, Vector3D vlt, Vector3D vrb, Vector3D vrt, int c)
{
// Compare corner heights to see if we should split
if((vlb.z < vlt.z) && (vrb.z >= vrt.z))
{
// Split vertically with geometry on the left
float u_ray = 1.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
}
else if((vlb.z >= vlt.z) && (vrb.z < vrt.z))
{
// Split vertically with geometry on the right
float u_ray = 0.0f;
lb.plane.GetIntersection(vlt, vrt, ref u_ray);
Vector3D vs = vlt + (vrt - vlt) * u_ray;
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
Vector2D ts = tp.GetTextureCoordsAt(vs);
verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
else if((vlb.z < vlt.z) && (vrb.z < vrt.z))
{
// Span entire width
Vector2D tlb = tp.GetTextureCoordsAt(vlb);
Vector2D tlt = tp.GetTextureCoordsAt(vlt);
Vector2D trb = tp.GetTextureCoordsAt(vrb);
Vector2D trt = tp.GetTextureCoordsAt(vrt);
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
}
}
#endregion