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@ work on (G)ZDoom Editing plugin
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4 changed files with 128 additions and 41 deletions
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Documents/planeslogic.png
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@ -462,7 +462,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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}
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}
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// ========== Sector 3D floor (see http://zdoom.org/wiki/Sector_Set3dFloor) ==========
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else if(l.Action == 160)
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// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
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else if((l.Action == 160) || (l.Action == 50))
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{
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if(sectortags.ContainsKey(l.Args[0]))
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{
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@ -480,7 +481,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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foreach(Thing t in General.Map.Map.Things)
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{
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// ========== Copy floor slope ==========
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if(t.Type == 9510)
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// ========== Line floor slope ==========
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if((t.Type == 9510) || (t.Type == 9500))
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{
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t.DetermineSector(blockmap);
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if(t.Sector != null)
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@ -216,6 +216,25 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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levels.Add(c);
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}
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}
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// ========== Transfer Brightness (see http://zdoom.org/wiki/ExtraFloor_LightOnly) =========
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else if(l.Action == 50)
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{
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if(l.Front != null)
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{
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SectorData sd = mode.GetSectorData(l.Front.Sector);
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if(!sd.Built) sd.BuildLevels(mode);
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SectorLevel f = new SectorLevel(sd.Floor);
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SectorLevel c = new SectorLevel(sd.Ceiling);
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c.type = SectorLevelType.Light;
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f.type = SectorLevelType.Light;
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f.color = 0;
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f.brightnessbelow = 0;
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f.colorbelow = PixelColor.FromInt(0);
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//levels.Add(f);
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levels.Add(c);
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}
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}
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}
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foreach(Thing t in things)
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@ -241,6 +260,39 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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floor.plane = tsd.floor.plane;
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}
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}
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// ========== Line floor slope ==========
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else if(t.Type == 9500)
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{
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// Find the tagged line
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Linedef ld = null;
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foreach(Linedef l in General.Map.Map.Linedefs)
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{
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if(l.Tag == t.Args[0])
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{
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ld = l;
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break;
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}
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}
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if(ld != null)
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{
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// Slope the floor from the linedef to thing
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t.DetermineSector(mode.BlockMap);
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Vector3D v3 = new Vector3D(t.Position.x, t.Position.y, t.Position.z + t.Sector.FloorHeight);
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if(ld.SideOfLine(t.Position) < 0.0f)
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Front.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Front.Sector.FloorHeight);
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floor.plane = new Plane(v1, v2, v3, true);
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}
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else
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{
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Vector3D v1 = new Vector3D(ld.Start.Position.x, ld.Start.Position.y, ld.Back.Sector.FloorHeight);
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Vector3D v2 = new Vector3D(ld.End.Position.x, ld.End.Position.y, ld.Back.Sector.FloorHeight);
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floor.plane = new Plane(v2, v1, v3, true);
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}
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}
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}
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}
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// Sort the levels
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@ -153,6 +153,8 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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// Heights of the floor on the other side
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float ol = osd.Floor.plane.GetZ(tp.vlt);
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float or = osd.Floor.plane.GetZ(tp.vrt);
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Vector3D vol = new Vector3D(tp.vlt.x, tp.vlt.y, ol);
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Vector3D vor = new Vector3D(tp.vrt.x, tp.vrt.y, or);
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// Go for all levels to build geometry
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List<WorldVertex> verts = new List<WorldVertex>();
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@ -173,55 +175,39 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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// When both corners are above the heights of the floor on
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// the other side, then we can stop building.
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if((lbl > ol) && (lbr > or))
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if(((lbl - ol) > 0.001f) && ((lbr - or) > 0.001f))
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break;
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// Make coordinates for the corners
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Vector3D vlb = new Vector3D(tp.vlt.x, tp.vlt.y, lbl);
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Vector3D vlt = new Vector3D(tp.vlt.x, tp.vlt.y, ltl);
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Vector3D vrb = new Vector3D(tp.vrb.x, tp.vrb.y, lbr);
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Vector3D vrt = new Vector3D(tp.vrt.x, tp.vrt.y, ltr);
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// Compare corner heights to see if we should split
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if((lbl < ltl) && (lbr >= ltr))
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// Check if the plane on the other side crosses our top plane
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// Then we must create two vertical parts
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float int_u = -1.0f;
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if(lt.plane.GetIntersection(vol, vor, ref int_u) && (int_u > 0.0f) && (int_u < 1.0f))
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{
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// Split vertically with geometry on the left
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float u_ray = 1.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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// Determine top and bottom vertices in the middle (at the split)
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Vector3D vmt = vlt + (vrt - vlt) * int_u;
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Vector3D vmb = vlb + (vrb - vlb) * int_u;
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// Clip vertices to the heights of the plane on the other side
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if(vlt.z > ol) vlt.z = ol;
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if(vrt.z > or) vrt.z = or;
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CreateVerticalPart(verts, tp, lb, lt, vmb, vmt, vrb, vrt, c);
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CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vmb, vmt, c);
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}
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else if((lbl >= ltl) && (lbr < ltr))
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else
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{
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// Split vertically with geometry on the right
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float u_ray = 0.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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}
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else if((lbl < ltl) && (lbr < ltr))
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{
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// Span entire width
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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// Clip vertices to the heights of the plane on the other side
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if(vlt.z > ol) vlt.z = ol;
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if(vrt.z > or) vrt.z = or;
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// Create single vertical part
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CreateVerticalPart(verts, tp, lb, lt, vlb, vlt, vrb, vrt, c);
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}
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}
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@ -235,6 +221,53 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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return false;
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}
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}
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// This creates the geometry for a vertical part of the wall
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private void CreateVerticalPart(List<WorldVertex> verts, TexturePlane tp, SectorLevel lb, SectorLevel lt,
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Vector3D vlb, Vector3D vlt, Vector3D vrb, Vector3D vrt, int c)
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{
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// Compare corner heights to see if we should split
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if((vlb.z < vlt.z) && (vrb.z >= vrt.z))
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{
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// Split vertically with geometry on the left
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float u_ray = 1.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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}
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else if((vlb.z >= vlt.z) && (vrb.z < vrt.z))
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{
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// Split vertically with geometry on the right
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float u_ray = 0.0f;
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lb.plane.GetIntersection(vlt, vrt, ref u_ray);
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Vector3D vs = vlt + (vrt - vlt) * u_ray;
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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Vector2D ts = tp.GetTextureCoordsAt(vs);
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verts.Add(new WorldVertex(vs.x, vs.y, vs.z, c, ts.x, ts.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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}
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else if((vlb.z < vlt.z) && (vrb.z < vrt.z))
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{
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// Span entire width
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Vector2D tlb = tp.GetTextureCoordsAt(vlb);
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Vector2D tlt = tp.GetTextureCoordsAt(vlt);
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Vector2D trb = tp.GetTextureCoordsAt(vrb);
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Vector2D trt = tp.GetTextureCoordsAt(vrt);
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vlt.x, vlt.y, vlt.z, c, tlt.x, tlt.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vlb.x, vlb.y, vlb.z, c, tlb.x, tlb.y));
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verts.Add(new WorldVertex(vrt.x, vrt.y, vrt.z, c, trt.x, trt.y));
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verts.Add(new WorldVertex(vrb.x, vrb.y, vrb.z, c, trb.x, trb.y));
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}
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}
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#endregion
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