mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 20:02:48 +00:00
5b2b149b40
Improved UDBScript to version 5: - Added Plane class - Added BlockMap, BlockEntry, and BlackMapQueryResult classes - Sector class - Added getLabelPositions method to get the position of sector labels (where tags, effects etc. are displayed) - Added support for JavaScript BigInt for UDMF fields. This means it's not necessary anymore to use UniValue to assign integers to new UDMF fields. Instead it can be done like this: sector.fields.my_int_field = 1n; - Added type information file (udbscript.d.ts)
1735 lines
58 KiB
TypeScript
1735 lines
58 KiB
TypeScript
declare namespace UDB {
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namespace GameConfiguration {
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/**
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* Engine name, like `doom`, `boom`, `zdoom` etc. Used for the namespace in UDMF maps. Read-only.
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*/
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let engineName: string;
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/**
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* If the game configuration supports local sidedef texture offsets (distinct offsets for upper, middle, and lower sidedef parts).
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*/
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let hasLocalSidedefTextureOffsets: boolean;
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}
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namespace Angle2D {
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/**
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* Converts a Doom angle (where 0° is east) to a real world angle (where 0° is north).
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* @param doomangle Doom angle in degrees
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* @returns Doom angle in degrees
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*/
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function doomToReal(doomangle: number): number;
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/**
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* Converts a Doom angle (where 0° is east) to a real world angle (where 0° is north) in radians.
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* @param doomangle Doom angle in degrees
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* @returns Doom angle in radians
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*/
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function doomToRealRad(doomangle: number): number;
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/**
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* Converts a real world angle (where 0° is north) to a Doom angle (where 0° is east).
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* @param realangle Real world angle in degrees
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* @returns Doom angle in degrees
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*/
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function realToDoom(realangle: number): number;
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/**
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* Converts a real world angle (where 0° is north) to a Doom angle (where 0° is east) in radians.
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* @param realangle Real world angle in radians
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* @returns Doom angle in degrees
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*/
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function realToDoomRad(realangle: number): number;
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/**
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* Converts radians to degrees.
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* @param rad Angle in radians
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* @returns Angle in degrees
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*/
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function radToDeg(rad: number): number;
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/**
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* Converts degrees to radians.
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* @param deg Angle in degrees
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* @returns Angle in radians
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*/
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function degToRad(deg: number): number;
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/**
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* Normalizes an angle in degrees so that it is bigger or equal to 0° and smaller than 360°.
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* @param angle Angle in degrees
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* @returns Normalized angle in degrees
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*/
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function normalized(angle: number): number;
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/**
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* Normalizes an angle in radians so that it is bigger or equal to 0 and smaller than 2 Pi.
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* @param angle Angle in radians
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* @returns Normalized angle in radians
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*/
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function normalizedRad(angle: number): number;
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/**
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* Returns the angle between three positions.
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* @param p1 First position
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* @param p2 Second position
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* @param p3 Third position
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* @returns Angle in degrees
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*/
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function getAngle(p1: any, p2: any, p3: any): number;
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/**
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* Returns the angle between three positions in radians.
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* @param p1 First position
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* @param p2 Second position
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* @param p3 Third position
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* @returns Angle in radians
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*/
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function getAngleRad(p1: any, p2: any, p3: any): number;
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}
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class BlockEntry {
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/**
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* Gets all `Linedef`s in the blockmap entry.
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* @returns `Array` of `Linedef`s
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*/
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getLinedefs(): Linedef[];
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/**
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* Gets all `Thing`s in the blockmap entry.
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* @returns `Array` of `Thing`s
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*/
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getThings(): Thing[];
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/**
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* Gets all `Sector`s in the blockmap entry.
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* @returns `Array` of `Sector`s
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*/
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getSectors(): Sector[];
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/**
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* Gets all `Vertex` in the blockmap entry.
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* @returns `Array` of `Vertex`
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*/
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getVertices(): Vertex[];
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}
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class BlockMapQueryResult {
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/**
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* Gets all `Linedef`s in the blockmap query result.
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* @returns `Array` of `Linedef`s
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*/
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getLinedefs(): Linedef[];
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/**
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* Gets all `Thing`s in the blockmap query result.
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* @returns `Array` of `Thing`s
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*/
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getThings(): Thing[];
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/**
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* Gets all `Sector`s in the blockmap query result.
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* @returns `Array` of `Sector`s
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*/
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getSectors(): Sector[];
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/**
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* Gets all `Vertex` in the blockmap query result.
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* @returns `Array` of `Vertex`
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*/
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getVertices(): Vertex[];
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}
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class BlockMap {
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/**
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* Creates a blockmap that includes linedefs, things, sectors, and vertices.
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*/
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constructor();
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/**
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* Creates a blockmap that only includes certain map element types.
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* @param lines If linedefs should be added or not
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* @param things If thigs should be added or not
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* @param sectors If sectors should be added or not
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* @param vertices If vertices should be added or not
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*/
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constructor(lines: boolean, things: boolean, sectors: boolean, vertices: boolean);
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/**
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* Gets the `BlockEntry` at a point. The given point can be a `Vector2D` or an `Array` of two numbers.
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* @param pos The point to get the `BlockEntry` of
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* @returns The `BlockEntry` on the given point
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*/
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getBlockAt(pos: any): BlockEntry;
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/**
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* Gets a `BlockMapQueryResult` for the blockmap along a line between two points. The given points can be `Vector2D`s or an `Array`s of two numbers.
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* @param v1 The first point
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* @param v2 The second point
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* @returns The `BlockMapQueryResult` for the line between the two points
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*/
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getLineBlocks(v1: any, v2: any): BlockMapQueryResult;
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/**
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* Gets a `BlockMapQueryResult` for the blockmap in a rectangle.
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* @param x X position of the top-left corner of the rectangle
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* @param y Y position of the top-left corner of the rectangle
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* @param width Width of the rectangle
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* @param height Height of the rectangle
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* @returns None
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*/
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getRectangleBlocks(x: number, y: number, width: number, height: number): BlockMapQueryResult;
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}
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namespace Data {
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/**
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* Returns an `Array` of all texture names.
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* @returns `Array` of all texture names
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*/
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function getTextureNames(): string[];
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/**
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* Checks if a texture with the given name exists.
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* @param name Texture name to check
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* @returns `true` if the texture exists, `false` if it doesn't
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*/
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function textureExists(name: string): boolean;
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/**
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* Returns an `ImageInfo` object for the given texture name.
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* @param name Texture name to get the info for
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* @returns `ImageInfo` object containing information about the texture
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*/
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function getTextureInfo(name: string): ImageInfo;
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/**
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* Returns an `Array`of all flat names.
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* @returns `Array` of all flat names
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*/
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function getFlatNames(): string[];
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/**
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* Checks if a flat with the given name exists.
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* @param name Flat name to check
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* @returns `true` if the flat exists, `false` if it doesn't
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*/
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function flatExists(name: string): boolean;
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/**
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* Returns an `ImageInfo` object for the given flat name.
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* @param name Flat name to get the info for
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* @returns `ImageInfo` object containing information about the flat
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*/
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function getFlatInfo(name: string): ImageInfo;
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}
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class ImageInfo {
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/**
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* Name of the image.
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*/
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name: string;
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/**
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* Width of the image.
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*/
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width: number;
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/**
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* Height of the image.
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*/
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height: number;
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/**
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* Scale of the image as `Vector2D`.
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*/
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scale: Vector2D;
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/**
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* If the image is a flat (`true`) or not (`false`).
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*/
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isFlat: boolean;
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}
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class Line2D {
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/**
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* Creates a new `Line2D` from two points.
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* @param v1 First point
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* @param v2 Second point
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*/
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constructor(v1: any, v2: any);
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/**
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* Returns the coordinates on the line, where `u` is the position between the first and second point, `u = 0.0` being on the first point, `u = 1.0` being on the second point, and `u = 0.5` being in the middle between the points.
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* @param u Position on the line, between 0.0 and 1.0
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* @returns Position on the line as `Vector2D`
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*/
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getCoordinatesAt(u: number): Vector2D;
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/**
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* Returns the length of the `Line2D`.
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* @returns Length of the `Line2D`
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*/
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getLength(): number;
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/**
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* Returns the angle of the `Line2D` in radians.
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* @returns Angle of `Line2D` in radians
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*/
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getAngleRad(): number;
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/**
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* Return the angle of the `Line2D` in degrees.
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* @returns Angle of the `Line2D` in degrees
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*/
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getAngle(): number;
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/**
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* Returns the perpendicular of this line as `Vector2D`.
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* @returns Perpendicular of this line as `Vector2D`
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*/
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getPerpendicular(): Vector2D;
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/**
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* Checks if the given `Line2D` intersects this line. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param ray `Line2D` to check against
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns `true` if lines intersect, `false` if they do not intersect
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*/
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isIntersecting(ray: Line2D, bounded: boolean): boolean;
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/**
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* Checks if the given line intersects this line. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param a1 First point of the line to check against
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* @param a2 Second point of the line to check against
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns `true` if the lines intersect, `false` if they do not
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*/
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isIntersecting(a1: any, a2: any, bounded: boolean): boolean;
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/**
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* Returns the intersection point of of the given line defined by its start and end points with this line as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param a1 First point of first line
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* @param a2 Second point of first line
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns The intersection point as `Vector2D`
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*/
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getIntersectionPoint(a1: any, a2: any, bounded: boolean): Vector2D;
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/**
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* Returns the intersection point of of the given line with this line as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param ray Other `Line2D` to get the intersection point from
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns The intersection point as `Vector2D`
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*/
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getIntersectionPoint(ray: Line2D, bounded: boolean): Vector2D;
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/**
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* Returns which the of the line defined by its start and end point a given point is on.
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* @param p Point to check
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* @returns `< 0` if `p` is on the front (right) side, `> 0` if `p` is on the back (left) side, `== 0` if `p` in on the line
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*/
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getSideOfLine(p: any): number;
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/**
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* `Vector2D` position of start of the line.
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*/
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v1: Vector2D;
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/**
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* `Vector2D` position of end of the line.
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*/
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v2: Vector2D;
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}
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namespace Line2D {
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/**
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* Checks if two lines intersect. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param line1 First `Line2D`
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* @param line2 Second `Line2D`
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* @param bounded `true` to use finite length of lines, `false` to use infinite length of lines
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* @returns `true` if the lines intersect, `false` if they do not
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*/
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function areIntersecting(line1: Line2D, line2: Line2D, bounded: boolean): boolean;
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/**
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* Checks if two lines defined by their start and end points intersect. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param a1 First point of first line
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* @param a2 Second point of first line
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* @param b1 First point of second line
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* @param b2 Second point of second line
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns `true` if the lines intersect, `false` if they do not
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*/
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function areIntersecting(a1: any, a2: any, b1: any, b2: any, bounded: boolean): boolean;
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/**
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* Returns the intersection point of two lines as `Vector2D`. If the lines do not intersect the `x` and `y` properties of the `Vector2D` are `NaN`. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param a1 First point of first line
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* @param a2 Second point of first line
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* @param b1 First point of second line
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* @param b2 Second point of second line
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns The intersection point as `Vector2D`
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*/
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function getIntersectionPoint(a1: any, a2: any, b1: any, b2: any, bounded: boolean): Vector2D;
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/**
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* Returns which the of the line defined by its start and end point a given point is on.
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* @param v1 First point of the line
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* @param v2 Second point of the line
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* @param p Point to check
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* @returns `< 0` if `p` is on the front (right) side, `> 0` if `p` is on the back (left) side, `== 0` if `p` in on the line
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*/
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function getSideOfLine(v1: any, v2: any, p: any): number;
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/**
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* Returns the shortest distance from point `p` to the line defined by its start and end points. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param v1 First point of the line
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* @param v2 Second point of the line
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* @param p Point to get the distance to
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns The shortest distance to the line
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*/
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function getDistanceToLine(v1: any, v2: any, p: any, bounded: boolean): number;
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/**
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* Returns the shortest square distance from point `p` to the line defined by its start and end points. If `bounded` is set to `true` (default) the finite length of the lines is used, otherwise the infinite length of the lines is used.
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* @param v1 First point of the line
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* @param v2 Second point of the line
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* @param p Point to get the distance to
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* @param bounded `true` (default) to use finite length of lines, `false` to use infinite length of lines
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* @returns The shortest square distance to the line
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*/
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function getDistanceToLineSq(v1: any, v2: any, p: any, bounded: boolean): number;
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/**
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* Returns the offset coordinate on the line nearest to the given point. `0.0` being on the first point, `1.0` being on the second point, and `u = 0.5` being in the middle between the points.
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* @param v1 First point of the line
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* @param v2 Second point of the line
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* @param p Point to get the nearest offset coordinate from
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* @returns The offset value relative to the first point of the line.
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*/
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function getNearestOnLine(v1: any, v2: any, p: any): number;
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/**
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* Returns the coordinate on a line defined by its start and end points as `Vector2D`.
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* @param v1 First point of the line
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* @param v2 Second point of the line
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* @param u Offset coordinate relative to the first point of the line
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* @returns Point on the line as `Vector2D`
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*/
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function getCoordinatesAt(v1: any, v2: any, u: number): Vector2D;
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}
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class Linedef {
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/**
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* Copies the properties of this `Linedef` to another `Linedef`.
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* @param other The `Linedef` to copy the properties to
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*/
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copyPropertiesTo(other: Linedef): void;
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/**
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* Clears all flags.
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*/
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clearFlags(): void;
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/**
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* Flips the `Linedef`'s vertex attachments.
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*/
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flipVertices(): void;
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/**
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* Flips the `Linedef`'s `Sidedef`s.
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*/
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flipSidedefs(): void;
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/**
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* Flips the `Linedef`'s vertex attachments and `Sidedef`s. This is a shortcut to using both `flipVertices()` and `flipSidedefs()`.
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*/
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flip(): void;
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/**
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* Gets a `Vector2D` for testing on one side. The `Vector2D` is on the front when `true` is passed, otherwise on the back.
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* @param front `true` for front, `false` for back
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* @returns `Vector2D` that's either on the front of back of the Linedef
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*/
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getSidePoint(front: boolean): Vector2D;
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/**
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* Gets a `Vector2D` that's in the center of the `Linedef`.
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* @returns `Vector2D` in the center of the `Linedef`
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*/
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getCenterPoint(): Vector2D;
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/**
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* Automatically sets the blocking and two-sided flags based on the existing `Sidedef`s.
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*/
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applySidedFlags(): void;
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/**
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* Get a `Vector2D` that's *on* the line, closest to `pos`. `pos` can either be a `Vector2D`, or an array of numbers.
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* @param pos Point to check against
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* @returns `Vector2D` that's on the linedef
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*/
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nearestOnLine(pos: any): Vector2D;
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/**
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* Gets the shortest "safe" squared distance from `pos` to the line. If `bounded` is `true` that means that the not the whole line's length will be used, but `lengthInv` less at the start and end.
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* @param pos Point to check against
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* @param bounded `true` if only the finite length of the line should be used, `false` if the infinite length of the line should be used
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* @returns Squared distance to the line
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*/
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safeDistanceToSq(pos: any, bounded: boolean): number;
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/**
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* Gets the shortest "safe" distance from `pos` to the line. If `bounded` is `true` that means that the not the whole line's length will be used, but `lengthInv` less at the start and end.
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* @param pos Point to check against
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* @param bounded `true` if only the finite length of the line should be used, `false` if the infinite length of the line should be used
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* @returns Distance to the line
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*/
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safeDistanceTo(pos: any, bounded: boolean): number;
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/**
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* Gets the shortest squared distance from `pos` to the line.
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* @param pos Point to check against
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* @param bounded `true` if only the finite length of the line should be used, `false` if the infinite length of the line should be used
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* @returns Squared distance to the line
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*/
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distanceToSq(pos: any, bounded: boolean): number;
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/**
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* Gets the shortest distance from `pos` to the line.
|
|
* @param pos Point to check against
|
|
* @param bounded `true` if only the finite length of the line should be used, `false` if the infinite length of the line should be used
|
|
* @returns Distance to the line
|
|
*/
|
|
distanceTo(pos: any, bounded: boolean): number;
|
|
/**
|
|
* Tests which side of the `Linedef` `pos` is on. Returns < 0 for front (right) side, > for back (left) side, and 0 if `pos` is on the line.
|
|
* @param pos Point to check against
|
|
* @returns < 0 for front (right) side, > for back (left) side, and 0 if `pos` is on the line
|
|
*/
|
|
sideOfLine(pos: any): number;
|
|
/**
|
|
* Splits the `Linedef` at the given position. This can either be a `Vector2D`, an array of numbers, or an existing `Vertex`. The result will be two lines, from the start `Vertex` of the `Linedef` to `pos`, and from `pos` to the end `Vertex` of the `Linedef`.
|
|
* @param pos `Vertex` to split by
|
|
* @returns The newly created `Linedef`
|
|
*/
|
|
split(pos: any): Linedef;
|
|
/**
|
|
* Deletes the `Linedef`. Note that this will result in unclosed `Sector`s unless it has the same `Sector`s on both sides.
|
|
*/
|
|
delete(): void;
|
|
/**
|
|
* Returns an `Array` of the `Linedef`'s tags. UDMF only. Supported game configurations only.
|
|
* @returns `Array` of tags
|
|
*/
|
|
getTags(): number[];
|
|
/**
|
|
* Adds a tag to the `Linedef`. UDMF only. Supported game configurations only.
|
|
* @param tag Tag to add
|
|
* @returns `true` when the tag was added, `false` when the tag already exists
|
|
*/
|
|
addTag(tag: number): boolean;
|
|
/**
|
|
* Removes a tag from the `Linedef`. UDMF only. Supported game configurations only.
|
|
* @param tag Tag to remove
|
|
* @returns `true` when the tag was removed successfully, `false` when the tag did not exist
|
|
*/
|
|
removeTag(tag: number): boolean;
|
|
/**
|
|
* The linedef's index. Read-only.
|
|
*/
|
|
index: number;
|
|
/**
|
|
* The linedef's start `Vertex`.
|
|
*/
|
|
start: Vertex;
|
|
/**
|
|
* The linedef's end `Vertex`.
|
|
*/
|
|
end: Vertex;
|
|
/**
|
|
* The `Linedef`'s front `Sidedef`. Is `null` when there is no front (should not happen).
|
|
*/
|
|
front: Sidedef;
|
|
/**
|
|
* The `Linedef`'s back `Sidedef`. Is `null` when there is no back.
|
|
*/
|
|
back: Sidedef;
|
|
/**
|
|
* The `Line2D` from the `start` to the `end` `Vertex`.
|
|
*/
|
|
line: Line2D;
|
|
/**
|
|
* If the `Linedef` is selected or not.
|
|
*/
|
|
selected: boolean;
|
|
/**
|
|
* If the `Linedef` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
|
|
*/
|
|
marked: boolean;
|
|
/**
|
|
* The activation flag. Hexen format only.
|
|
*/
|
|
activate: number;
|
|
/**
|
|
* `Linedef` flags. It's an object with the flags as properties. In Doom format and Hexen format they are identified by numbers, in UDMF by their name.
|
|
*/
|
|
flags: any;
|
|
/**
|
|
* `Array` of arguments of the `Linedef`. Number of arguments depends on game config (usually 5). Hexen format and UDMF only.
|
|
*/
|
|
args: number[];
|
|
/**
|
|
* `Linedef` action.
|
|
*/
|
|
action: number;
|
|
/**
|
|
* `Linedef` tag. UDMF only.
|
|
*/
|
|
tag: number;
|
|
/**
|
|
* The `Linedef`'s squared length. Read-only.
|
|
*/
|
|
lengthSq: number;
|
|
/**
|
|
* The `Linedef`'s length. Read-only.
|
|
*/
|
|
length: number;
|
|
/**
|
|
* 1.0 / length. Read-only.
|
|
*/
|
|
lengthInv: number;
|
|
/**
|
|
* The `Linedef`'s angle in degree. Read-only.
|
|
*/
|
|
angle: number;
|
|
/**
|
|
* The `Linedef`'s angle in radians. Read-only.
|
|
*/
|
|
angleRad: number;
|
|
/**
|
|
* UDMF fields. It's an object with the fields as properties.
|
|
*/
|
|
fields: any;
|
|
}
|
|
namespace Map {
|
|
/**
|
|
* Returns the given point snapped to the current grid.
|
|
* @param pos Point that should be snapped to the grid
|
|
* @returns Snapped position as `Vector2D`
|
|
*/
|
|
function snappedToGrid(pos: any): Vector2D;
|
|
/**
|
|
* Returns an `Array` of all `Thing`s in the map.
|
|
* @returns `Array` of `Thing`s
|
|
*/
|
|
function getThings(): Thing[];
|
|
/**
|
|
* Returns an `Array` of all `Sector`s in the map.
|
|
* @returns `Array` of `Sector`s
|
|
*/
|
|
function getSectors(): Sector[];
|
|
/**
|
|
* Returns an `Array` of all `Sidedef`s in the map.
|
|
* @returns `Array` of `Sidedef`s
|
|
*/
|
|
function getSidedefs(): Sidedef[];
|
|
/**
|
|
* Returns an `Array` of all `Linedef`s in the map.
|
|
* @returns `Array` of `Linedef`s
|
|
*/
|
|
function getLinedefs(): Linedef[];
|
|
/**
|
|
* Returns an `Array` of all `Vertex` in the map.
|
|
* @returns `Array` of `Vertex`
|
|
*/
|
|
function getVertices(): Vertex[];
|
|
/**
|
|
* Stitches marked geometry with non-marked geometry.
|
|
* @param mergemode Mode to merge by as `MergeGeometryMode`
|
|
* @returns `true` if successful, `false` if failed
|
|
*/
|
|
function stitchGeometry(mergemode: MergeGeometryMode): boolean;
|
|
/**
|
|
* Snaps all vertices and things to the map format accuracy. Call this to ensure the vertices and things are at valid coordinates.
|
|
* @param usepreciseposition `true` if decimal places defined by the map format should be used, `false` if no decimal places should be used
|
|
*/
|
|
function snapAllToAccuracy(usepreciseposition: boolean): void;
|
|
/**
|
|
* Gets a new tag.
|
|
* @param usedtags `Array` of tags to skip
|
|
* @returns The new tag
|
|
*/
|
|
function getNewTag(usedtags: number[]): number;
|
|
/**
|
|
* Gets multiple new tags.
|
|
* @param count Number of tags to get
|
|
* @returns `Array` of the new tags
|
|
*/
|
|
function getMultipleNewTags(count: number): number[];
|
|
/**
|
|
* Gets the `Linedef` that's nearest to the specified position.
|
|
* @param pos Position to check against
|
|
* @param maxrange Maximum range (optional)
|
|
* @returns Nearest `Linedef`
|
|
*/
|
|
function nearestLinedef(pos: any, maxrange: number): Linedef;
|
|
/**
|
|
* Gets the `Thing` that's nearest to the specified position.
|
|
* @param pos Position to check against
|
|
* @param maxrange Maximum range (optional)
|
|
* @returns Nearest `Linedef`
|
|
*/
|
|
function nearestThing(pos: any, maxrange: number): Thing;
|
|
/**
|
|
* Gets the `Vertex` that's nearest to the specified position.
|
|
* @param pos Position to check against
|
|
* @param maxrange Maximum range (optional)
|
|
* @returns Nearest `Vertex`
|
|
*/
|
|
function nearestVertex(pos: any, maxrange: number): Vertex;
|
|
/**
|
|
* Gets the `Sidedef` that's nearest to the specified position.
|
|
* @param pos Position to check against
|
|
* @returns Nearest `Sidedef`
|
|
*/
|
|
function nearestSidedef(pos: any): Sidedef;
|
|
/**
|
|
* Draws lines. Data has to be an `Array` of `Array` of numbers, `Vector2D`s, `Vector3D`s, or objects with x and y properties. Note that the first and last element have to be at the same positions to make a complete drawing.
|
|
* @param data `Array` of positions
|
|
* @returns `true` if drawing was successful, `false` if it wasn't
|
|
*/
|
|
function drawLines(data: any): boolean;
|
|
/**
|
|
* Sets the `marked` property of all map elements. Can be passed `true` to mark all map elements.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearAllMarks(mark: boolean): void;
|
|
/**
|
|
* Sets the `marked` property of all vertices. Can be passed `true` to mark all vertices.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearMarkedVertices(mark: boolean): void;
|
|
/**
|
|
* Sets the `marked` property of all `Thing`s. Can be passed `true` to mark all `Thing`s.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearMarkedThings(mark: boolean): void;
|
|
/**
|
|
* Sets the `marked` property of all `Linedef`s. Can be passed `true` to mark all `Linedef`s.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearMarkeLinedefs(mark: boolean): void;
|
|
/**
|
|
* Sets the `marked` property of all `Sidedef`s. Can be passed `true` to mark all `Sidedef`s.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearMarkeSidedefs(mark: boolean): void;
|
|
/**
|
|
* Sets the `marked` property of all `Sector`s. Can be passed `true` to mark all `Sector`s.
|
|
* @param mark `false` to set the `marked` property to `false` (default), `true` to set the `marked` property to `true`
|
|
*/
|
|
function clearMarkeSectors(mark: boolean): void;
|
|
/**
|
|
* Inverts all marks of all map elements.
|
|
*/
|
|
function invertAllMarks(): void;
|
|
/**
|
|
* Inverts the `marked` property of all vertices.
|
|
*/
|
|
function invertMarkedVertices(): void;
|
|
/**
|
|
* Inverts the `marked` property of all `Thing`s.
|
|
*/
|
|
function invertMarkedThings(): void;
|
|
/**
|
|
* Inverts the `marked` property of all `Linedef`s.
|
|
*/
|
|
function invertMarkedLinedefs(): void;
|
|
/**
|
|
* Inverts the `marked` property of all `Sidedef`s.
|
|
*/
|
|
function invertMarkedSidedefs(): void;
|
|
/**
|
|
* Inverts the `marked` property of all `Sector`s.
|
|
*/
|
|
function invertMarkedSectors(): void;
|
|
/**
|
|
* Gets all marked (default) or unmarked vertices.
|
|
* @param mark `true` to get all marked vertices (default), `false` to get all unmarked vertices
|
|
* @returns None
|
|
*/
|
|
function getMarkedVertices(mark: boolean): Vertex[];
|
|
/**
|
|
* Gets all marked (default) or unmarked `Thing`s.
|
|
* @param mark `true` to get all marked `Thing`s (default), `false` to get all unmarked `Thing`s
|
|
* @returns None
|
|
*/
|
|
function getMarkedThings(mark: boolean): Thing[];
|
|
/**
|
|
* Gets all marked (default) or unmarked `Linedef`s.
|
|
* @param mark `true` to get all marked `Linedef`s (default), `false` to get all unmarked `Linedef`s
|
|
* @returns None
|
|
*/
|
|
function getMarkedLinedefs(mark: boolean): Linedef[];
|
|
/**
|
|
* Gets all marked (default) or unmarked `Sidedef`s.
|
|
* @param mark `true` to get all marked `Sidedef`s (default), `false` to get all unmarked `Sidedef`s
|
|
* @returns None
|
|
*/
|
|
function getMarkedSidedefs(mark: boolean): Sidedef[];
|
|
/**
|
|
* Gets all marked (default) or unmarked `Sector`s.
|
|
* @param mark `true` to get all marked `Sector`s (default), `false` to get all unmarked `Sector`s
|
|
* @returns None
|
|
*/
|
|
function getMarkedSectors(mark: boolean): Sector[];
|
|
/**
|
|
* Marks (default) or unmarks all selected vertices.
|
|
* @param mark `true` to mark all selected vertices (default), `false` to unmark
|
|
*/
|
|
function markSelectedVertices(mark: boolean): void;
|
|
/**
|
|
* Marks (default) or unmarks all selected `Linedef`s.
|
|
* @param mark `true` to mark all selected `Linedef`s (default), `false` to unmark
|
|
*/
|
|
function markSelectedLinedefs(mark: boolean): void;
|
|
/**
|
|
* Marks (default) or unmarks all selected `Sector`s.
|
|
* @param mark `true` to mark all selected `Sector`s (default), `false` to unmark
|
|
*/
|
|
function markSelectedSectors(mark: boolean): void;
|
|
/**
|
|
* Marks (default) or unmarks all selected `Thing`s.
|
|
* @param mark `true` to mark all selected `Thing`s (default), `false` to unmark
|
|
*/
|
|
function markSelectedThings(mark: boolean): void;
|
|
/**
|
|
* Gets all selected (default) or unselected vertices.
|
|
* @param selected `true` to get all selected vertices, `false` to get all unselected ones
|
|
* @returns `Array` of `Vertex`
|
|
*/
|
|
function getSelectedVertices(selected: boolean): Vertex[];
|
|
/**
|
|
* Get the currently highlighted `Vertex`.
|
|
* @returns The currently highlighted `Vertex` or `null` if no `Vertex` is highlighted
|
|
*/
|
|
function getHighlightedVertex(): Vertex;
|
|
/**
|
|
* Gets the currently selected `Vertex`s *or*, if no `Vertex`s are selected, a currently highlighted `Vertex`.
|
|
* @returns `Array` of `Vertex`
|
|
*/
|
|
function getSelectedOrHighlightedVertices(): Vertex[];
|
|
/**
|
|
* Gets all selected (default) or unselected `Thing`s.
|
|
* @param selected `true` to get all selected `Thing`s, `false` to get all unselected ones
|
|
* @returns `Array` of `Thing`s
|
|
*/
|
|
function getSelectedThings(selected: boolean): Thing[];
|
|
/**
|
|
* Get the currently highlighted `Thing`.
|
|
* @returns The currently highlighted `Thing` or `null` if no `Thing` is highlighted
|
|
*/
|
|
function getHighlightedThing(): Thing;
|
|
/**
|
|
* Gets the currently selected `Thing`s *or*, if no `Thing`s are selected, a currently highlighted `Thing`.
|
|
* @returns `Array` of `Thing`s
|
|
*/
|
|
function getSelectedOrHighlightedThings(): Thing[];
|
|
/**
|
|
* Gets all selected (default) or unselected `Sector`s.
|
|
* @param selected `true` to get all selected `Sector`s, `false` to get all unselected ones
|
|
* @returns `Array` of `Sector`s
|
|
*/
|
|
function getSelectedSectors(selected: boolean): Sector[];
|
|
/**
|
|
* Get the currently highlighted `Sector`.
|
|
* @returns The currently highlighted `Sector` or `null` if no `Sector` is highlighted
|
|
*/
|
|
function getHighlightedSector(): Sector;
|
|
/**
|
|
* Gets the currently selected `Sector`s *or*, if no `Sector`s are selected, a currently highlighted `Sector`.
|
|
* @returns `Array` of `Sector`s
|
|
*/
|
|
function getSelectedOrHighlightedSectors(): Sector[];
|
|
/**
|
|
* Gets all selected (default) or unselected `Linedef`s.
|
|
* @param selected `true` to get all selected `Linedef`s, `false` to get all unselected ones
|
|
* @returns `Array` of `Linedef`s
|
|
*/
|
|
function getSelectedLinedefs(selected: boolean): Linedef[];
|
|
/**
|
|
* Get the currently highlighted `Linedef`.
|
|
* @returns The currently highlighted `Linedef` or `null` if no `Linedef` is highlighted
|
|
*/
|
|
function getHighlightedLinedef(): Linedef;
|
|
/**
|
|
* Gets the currently selected `Linedef`s *or*, if no `Linede`f`s are selected, a currently highlighted `Linedef`.
|
|
* @returns `Array` of `Linedef`s
|
|
*/
|
|
function getSelectedOrHighlightedLinedefs(): Linedef[];
|
|
/**
|
|
* Gets all `Sidedef`s from the selected `Linedef`s.
|
|
* @param selected `true` to get all `Sidedef`s of all selected `Linedef`s, `false` to get all `Sidedef`s of all unselected `Linedef`s
|
|
* @returns `Array` of `Sidedef`
|
|
*/
|
|
function getSidedefsFromSelectedLinedefs(selected: boolean): Sidedef[];
|
|
/**
|
|
* Gets the `Sidedef`s of the currently selected `Linedef`s *or*, if no `Linedef`s are selected, the `Sidedef`s of the currently highlighted `Linedef`.
|
|
* @returns `Array` of `Sidedef`s
|
|
*/
|
|
function getSidedefsFromSelectedOrHighlightedLinedefs(): Sidedef[];
|
|
/**
|
|
* Clears all selected map elements.
|
|
*/
|
|
function clearAllSelected(): void;
|
|
/**
|
|
* Clears all selected vertices.
|
|
*/
|
|
function clearSelectedVertices(): void;
|
|
/**
|
|
* Clears all selected `Thing`s.
|
|
*/
|
|
function clearSelectedThings(): void;
|
|
/**
|
|
* Clears all selected `Sector`s.
|
|
*/
|
|
function clearSelectedSectors(): void;
|
|
/**
|
|
* Creates a new `Vertex` at the given position. The position can be a `Vector2D` or an `Array` of two numbers.
|
|
* @param pos Position where the `Vertex` should be created at
|
|
* @returns The created `Vertex`
|
|
*/
|
|
function createVertex(pos: any): Vertex;
|
|
/**
|
|
* Creates a new `Thing` at the given position. The position can be a `Vector2D`, `Vector3D`, or an `Array` of two numbers or three numbers (note that the z position only works for game configurations that support vertical pos. A thing type can be supplied optionally.
|
|
* @param pos Position where the `Thing` should be created at
|
|
* @param type Thing type (optional)
|
|
* @returns The new `Thing`
|
|
*/
|
|
function createThing(pos: any, type: number): Thing;
|
|
/**
|
|
* Joins `Sector`s, keeping lines shared by the `Sector`s. All `Sector`s will be joined with the first `Sector` in the array.
|
|
* @param sectors `Array` of `Sector`s
|
|
*/
|
|
function joinSectors(sectors: Sector[]): void;
|
|
/**
|
|
* Merges `Sector`s, deleting lines shared by the `Sector`s. All `Sector`s will be merged into the first `Sector` in the array.
|
|
* @param sectors `Array` of `Sector`s
|
|
*/
|
|
function mergeSectors(sectors: Sector[]): void;
|
|
/**
|
|
* `true` if the map is in Doom format, `false` if it isn't. Read-only.
|
|
*/
|
|
let isDoom: boolean;
|
|
/**
|
|
* `true` if the map is in Hexen format, `false` if it isn't. Read-only.
|
|
*/
|
|
let isHexen: boolean;
|
|
/**
|
|
* `true` if the map is in UDMF, `false` if it isn't. Read-only.
|
|
*/
|
|
let isUDMF: boolean;
|
|
/**
|
|
* The map coordinates of the mouse position as a `Vector2D`. Read-only.
|
|
*/
|
|
let mousePosition: Vector2D;
|
|
/**
|
|
* `VisualCamera` object with information about the position of the camera in visual mode. Read-only.
|
|
*/
|
|
let camera: VisualCamera;
|
|
}
|
|
namespace Map {
|
|
/**
|
|
* How geometry should be merged when geometry is stitched.
|
|
*/
|
|
enum MergeGeometryMode {
|
|
/**
|
|
* Merge vertices only
|
|
*/
|
|
CLASSIC,
|
|
/**
|
|
* Merge vertices and lines
|
|
*/
|
|
MERGE,
|
|
/**
|
|
* Merge vertices and lines, replacing sector geometry
|
|
*/
|
|
REPLACE,
|
|
}
|
|
|
|
}
|
|
class Plane {
|
|
/**
|
|
* Creates a new `Plane` from a normal and an offset. The normal vector has to be `Vector3D`, `Array`s of 3 numbers, or an object with x, y, and z properties.
|
|
* @param normal Normal vector of the plane
|
|
* @param offset Distance of the plane from the origin
|
|
*/
|
|
constructor(normal: any, offset: number);
|
|
/**
|
|
* Creates a new `Plane` from 3 points. The points have to be `Vector3D`, `Array`s of 3 numbers, or an object with x, y, and z properties.
|
|
* @param p1 First point
|
|
* @param p2 Second point
|
|
* @param p3 Thrid point
|
|
* @param up `true` if plane is pointing up, `false` if pointing down
|
|
*/
|
|
constructor(p1: any, p2: any, p3: any, up: boolean);
|
|
/**
|
|
* Checks if the line between `from` and `to` intersects the plane.
|
|
* @param from `Vector3D` of the start of the line
|
|
* @param to `Vector3D` of the end of the line
|
|
* @returns None
|
|
*/
|
|
getIntersection(from: any, to: any): object[];
|
|
/**
|
|
* Computes the distance between the `Plane` and a point. The given point can be a `Vector3D` or an `Array` of three numbers. A result greater than 0 means the point is on the front of the plane, less than 0 means the point is behind the plane.
|
|
* @param p Point to compute the distnace to
|
|
* @returns Distance between the `Plane` and the point as `number`
|
|
*/
|
|
distance(p: any): number;
|
|
/**
|
|
* Returns the point that's closest to the given point on the `Plane`. The given point can be a `Vector3D` or an `Array` of three numbers.
|
|
* @param p Point to get the closest position from
|
|
* @returns Point as `Vector3D` on the plane closest to the given point
|
|
*/
|
|
closestOnPlane(p: any): Vector3D;
|
|
/**
|
|
* Returns the position on the z axis of the plane for the given point. The given point can be a `Vector2D` or an `Array` of two numbers.
|
|
* @param p Point to get the z position from
|
|
* @returns None
|
|
*/
|
|
getZ(p: any): number;
|
|
/**
|
|
* The plane's normal vector.
|
|
*/
|
|
normal: Vector3D;
|
|
/**
|
|
* The distance of the plane along the normal vector.
|
|
*/
|
|
offset: number;
|
|
/**
|
|
* The `a` value of the plane equation. This is the `x` value of the normal vector.
|
|
*/
|
|
a: number;
|
|
/**
|
|
* The `b` value of the plane equation. This is the `y` value of the normal vector.
|
|
*/
|
|
b: number;
|
|
/**
|
|
* The `c` value of the plane equation. This is the `z` value of the normal vector.
|
|
*/
|
|
c: number;
|
|
/**
|
|
* The `d` value of the plane equation. This is the same as the `offset` value.
|
|
*/
|
|
d: number;
|
|
}
|
|
class Sector {
|
|
/**
|
|
* Returns an `Array` of all `Sidedef`s of the `Sector`.
|
|
* @returns `Array` of the `Sector`'s `Sidedef`s
|
|
*/
|
|
getSidedefs(): Sidedef[];
|
|
/**
|
|
* Clears all flags.
|
|
*/
|
|
clearFlags(): void;
|
|
/**
|
|
* Copies the properties from this `Sector` to another.
|
|
* @param s the `Sector` to copy the properties to
|
|
*/
|
|
copyPropertiesTo(s: Sector): void;
|
|
/**
|
|
* Checks if the given point is in this `Sector` or not. The given point can be a `Vector2D` or an `Array` of two numbers.
|
|
* @param p Point to test
|
|
* @returns `true` if the point is in the `Sector`, `false` if it isn't
|
|
*/
|
|
intersect(p: any): boolean;
|
|
/**
|
|
* Joins this `Sector` with another `Sector`. Lines shared between the sectors will not be removed.
|
|
* @param other Sector to join with
|
|
*/
|
|
join(other: Sector): void;
|
|
/**
|
|
* Deletes the `Sector` and its `Sidedef`s.
|
|
*/
|
|
delete(): void;
|
|
/**
|
|
* Gets an array of `Vector2D` arrays, representing the vertices of the triangulated sector. Note that for sectors with islands some triangles may not always have their points on existing vertices.
|
|
* @returns Array of `Vector2D` arrays
|
|
*/
|
|
getTriangles(): Vector2D[][];
|
|
/**
|
|
* Gets the floor's slope vector.
|
|
* @returns The floor's slope normal as a `Vector3D`
|
|
*/
|
|
getFloorSlope(): Vector3D;
|
|
/**
|
|
* Sets the floor's slope vector. The vector has to be normalized.
|
|
* @param normal The new slope vector as `Vector3D`
|
|
*/
|
|
setFloorSlope(normal: any): void;
|
|
/**
|
|
* Gets the ceiling's slope vector.
|
|
* @returns The ceiling's slope normal as a `Vector3D`
|
|
*/
|
|
getCeilingSlope(): Vector3D;
|
|
/**
|
|
* Sets the ceiling's slope vector. The vector has to be normalized.
|
|
* @param normal The new slope vector as `Vector3D`
|
|
*/
|
|
setCeilingSlope(normal: any): void;
|
|
/**
|
|
* Returns an `Array` of `Vector2D` of label positions for the `Sector`. This are the positions where for example selection number or tags are shown.
|
|
* @returns `Array` of `Vector2D` of all label positions
|
|
*/
|
|
getLabelPositions(): Vector2D[];
|
|
/**
|
|
* Returns an `Array` of the `Sector`'s tags. UDMF only. Supported game configurations only.
|
|
* @returns `Array` of tags
|
|
*/
|
|
getTags(): number[];
|
|
/**
|
|
* Adds a tag to the `Sector`. UDMF only. Supported game configurations only.
|
|
* @param tag Tag to add
|
|
* @returns `true` when the tag was added, `false` when the tag already exists
|
|
*/
|
|
addTag(tag: number): boolean;
|
|
/**
|
|
* Removes a tag from the `Sector`. UDMF only. Supported game configurations only.
|
|
* @param tag Tag to remove
|
|
* @returns `true` when the tag was removed successfully, `false` when the tag did not exist
|
|
*/
|
|
removeTag(tag: number): boolean;
|
|
/**
|
|
* The `Sector`'s index. Read-only.
|
|
*/
|
|
index: number;
|
|
/**
|
|
* Floor height of the `Sector`.
|
|
*/
|
|
floorHeight: number;
|
|
/**
|
|
* Ceiling height of the `Sector`.
|
|
*/
|
|
ceilingHeight: number;
|
|
/**
|
|
* Floor texture of the `Sector`.
|
|
*/
|
|
floorTexture: string;
|
|
/**
|
|
* Ceiling texture of the `Sector`.
|
|
*/
|
|
ceilingTexture: string;
|
|
/**
|
|
* If the `Sector` is selected or not.
|
|
*/
|
|
selected: boolean;
|
|
/**
|
|
* If the `Sector`'s floor is selected or not. Will always return `true` in classic modes if the `Sector` is selected. Read-only.
|
|
*/
|
|
floorSelected: boolean;
|
|
/**
|
|
* If the `Sector`'s floor is highlighted or not. Will always return `true` in classic modes if the `Sector` is highlighted. Read-only.
|
|
*/
|
|
floorHighlighted: boolean;
|
|
/**
|
|
* If the `Sector`'s ceiling is selected or not. Will always return `true` in classic modes if the `Sector` is selected. Read-only.
|
|
*/
|
|
ceilingSelected: boolean;
|
|
/**
|
|
* If the `Sector`'s ceiling is highlighted or not. Will always return `true` in classic modes if the `Sector` is highlighted. Read-only.
|
|
*/
|
|
ceilingHighlighted: boolean;
|
|
/**
|
|
* If the `Sector` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
|
|
*/
|
|
marked: boolean;
|
|
/**
|
|
* `Sector` flags. It's an object with the flags as properties. Only available in UDMF.
|
|
*/
|
|
flags: any;
|
|
/**
|
|
* The `Sector`'s special type.
|
|
*/
|
|
special: number;
|
|
/**
|
|
* The `Sector`'s tag.
|
|
*/
|
|
tag: number;
|
|
/**
|
|
* The `Sector`'s brightness.
|
|
*/
|
|
brightness: number;
|
|
/**
|
|
* The floor's slope offset.
|
|
*/
|
|
floorSlopeOffset: number;
|
|
/**
|
|
* The ceiling's slope offset.
|
|
*/
|
|
ceilingSlopeOffset: number;
|
|
/**
|
|
* UDMF fields. It's an object with the fields as properties.
|
|
*/
|
|
fields: any;
|
|
}
|
|
class Sidedef {
|
|
/**
|
|
* The `Sidedef`'s index. Read-only.
|
|
*/
|
|
index: number;
|
|
/**
|
|
* `true` if this `Sidedef` is the front of its `Linedef`, otherwise `false`. Read-only.
|
|
*/
|
|
isFront: boolean;
|
|
/**
|
|
* The `Sector` the `Sidedef` belongs to. Read-only.
|
|
*/
|
|
sector: Sector;
|
|
/**
|
|
* The `Linedef` the `Sidedef` belongs to. Read-only.
|
|
*/
|
|
line: Linedef;
|
|
/**
|
|
* The `Sidedef` on the other side of this `Sidedef`'s `Linedef`. Returns `null` if there is no other. Read-only.
|
|
*/
|
|
other: Sidedef;
|
|
/**
|
|
* The `Sidedef`'s angle in degrees. Read-only.
|
|
*/
|
|
angle: number;
|
|
/**
|
|
* The `Sidedef`'s angle in radians. Read-only.
|
|
*/
|
|
angleRad: number;
|
|
/**
|
|
* The x offset of the `Sidedef`'s textures.
|
|
*/
|
|
offsetX: number;
|
|
/**
|
|
* The y offset of the `Sidedef`'s textures.
|
|
*/
|
|
offsetY: number;
|
|
/**
|
|
* `Sidedef` flags. It's an object with the flags as properties. Only available in UDMF.
|
|
*/
|
|
flags: any;
|
|
/**
|
|
* The `Sidedef`'s upper texture.
|
|
*/
|
|
upperTexture: string;
|
|
/**
|
|
* The `Sidedef`'s middle texture.
|
|
*/
|
|
middleTexture: string;
|
|
/**
|
|
* The `Sidedef`'s lower texture.
|
|
*/
|
|
lowerTexture: string;
|
|
/**
|
|
* If the `Sidedef`'s upper part is selected or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
upperSelected: boolean;
|
|
/**
|
|
* If the `Sidedef`'s upper part is highlighted or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
upperHighlighted: boolean;
|
|
/**
|
|
* If the `Sidedef`'s middle part is selected or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
middleSelected: boolean;
|
|
/**
|
|
* If the `Sidedef`'s middle part is highlighted or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
middleHighlighted: boolean;
|
|
/**
|
|
* If the `Sidedef`'s lower part is selected or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
lowerSelected: boolean;
|
|
/**
|
|
* If the `Sidedef`'s lower part is highlighted or not. Will always return `true` in classic modes if the parent `Linedef` is selected.
|
|
*/
|
|
lowerHighlighted: boolean;
|
|
/**
|
|
* UDMF fields. It's an object with the fields as properties.
|
|
*/
|
|
fields: any;
|
|
}
|
|
class Thing {
|
|
/**
|
|
* Copies the properties from this `Thing` to another.
|
|
* @param t The `Thing` to copy the properties to
|
|
*/
|
|
copyPropertiesTo(t: Thing): void;
|
|
/**
|
|
* Clears all flags.
|
|
*/
|
|
clearFlags(): void;
|
|
/**
|
|
* Snaps the `Thing`'s position to the grid.
|
|
*/
|
|
snapToGrid(): void;
|
|
/**
|
|
* Snaps the `Thing`'s position to the map format's accuracy.
|
|
*/
|
|
snapToAccuracy(): void;
|
|
/**
|
|
* Gets the squared distance between this `Thing` and the given point.
|
|
* @param pos Point to calculate the squared distance to.
|
|
* @returns Distance to `pos`
|
|
*/
|
|
distanceToSq(pos: any): number;
|
|
/**
|
|
* Gets the distance between this `Thing` and the given point. The point can be either a `Vector2D` or an array of numbers.
|
|
* @param pos Point to calculate the distance to.
|
|
* @returns Distance to `pos`
|
|
*/
|
|
distanceTo(pos: any): number;
|
|
/**
|
|
* Deletes the `Thing`.
|
|
*/
|
|
delete(): void;
|
|
/**
|
|
* Determines and returns the `Sector` the `Thing` is in.
|
|
* @returns The `Sector` the `Thing` is in
|
|
*/
|
|
getSector(): Sector;
|
|
/**
|
|
* Index of the `Thing`. Read-only.
|
|
*/
|
|
index: number;
|
|
/**
|
|
* Type of the `Thing`.
|
|
*/
|
|
type: number;
|
|
/**
|
|
* Angle of the `Thing` in degrees, see https://doomwiki.org/wiki/Angle.
|
|
*/
|
|
angle: number;
|
|
/**
|
|
* Angle of the `Thing` in radians.
|
|
*/
|
|
angleRad: number;
|
|
/**
|
|
* `Array` of arguments of the `Thing`. Number of arguments depends on game config (usually 5). Hexen format and UDMF only.
|
|
*/
|
|
args: number[];
|
|
/**
|
|
* `Thing` action. Hexen and UDMF only.
|
|
*/
|
|
action: number;
|
|
/**
|
|
* `Thing` tag. UDMF only.
|
|
*/
|
|
tag: number;
|
|
/**
|
|
* If the `Thing` is selected or not.
|
|
*/
|
|
selected: boolean;
|
|
/**
|
|
* If the `Thing` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
|
|
*/
|
|
marked: boolean;
|
|
/**
|
|
* `Thing` flags. It's an object with the flags as properties. In Doom format and Hexen format they are identified by numbers, in UDMF by their name.
|
|
*/
|
|
flags: any;
|
|
/**
|
|
* Position of the `Thing`. It's an object with `x`, `y`, and `z` properties. The latter is only relevant in Hexen format and UDMF.
|
|
*/
|
|
position: any;
|
|
/**
|
|
* Pitch of the `Thing` in degrees. Only valid for supporting game configurations.
|
|
*/
|
|
pitch: number;
|
|
/**
|
|
* Roll of the `Thing` in degrees. Only valid for supporting game configurations.
|
|
*/
|
|
roll: number;
|
|
/**
|
|
* UDMF fields. It's an object with the fields as properties.
|
|
*/
|
|
fields: any;
|
|
}
|
|
/**
|
|
* Set the progress of the script in percent. Value can be between 0 and 100. Also shows the script running dialog.
|
|
* @param value Number between 0 and 100
|
|
*/
|
|
function setProgress(value: number): void;
|
|
/**
|
|
* Adds a line to the script log. Also shows the script running dialog.
|
|
* @param text Line to add to the script log
|
|
*/
|
|
function log(text: any): void;
|
|
/**
|
|
* Shows a message box with an "OK" button.
|
|
* @param message Message to show
|
|
*/
|
|
function showMessage(message: any): void;
|
|
/**
|
|
* Shows a message box with an "Yes" and "No" button.
|
|
* @param message Message to show
|
|
* @returns true if "Yes" was clicked, false if "No" was clicked
|
|
*/
|
|
function showMessageYesNo(message: any): boolean;
|
|
/**
|
|
* Exist the script prematurely without undoing its changes.
|
|
* @param s Text to show in the status bar (optional)
|
|
*/
|
|
function exit(s: string): void;
|
|
/**
|
|
* Exist the script prematurely with undoing its changes.
|
|
* @param s Text to show in the status bar (optional)
|
|
*/
|
|
function die(s: string): void;
|
|
class Vector2D {
|
|
/**
|
|
* Creates a new `Vector2D` from x and y coordinates
|
|
* @param x The x coordinate
|
|
* @param y The y coordinate
|
|
*/
|
|
constructor(x: number, y: number);
|
|
/**
|
|
* Creates a new `Vector2D` from a point.
|
|
* @param v The vector to create the `Vector2D` from
|
|
*/
|
|
constructor(v: any);
|
|
/**
|
|
* Returns the perpendicular to the `Vector2D`.
|
|
* @returns The perpendicular as `Vector2D`
|
|
*/
|
|
getPerpendicular(): Vector2D;
|
|
/**
|
|
* Returns a `Vector2D` with the sign of all components.
|
|
* @returns A `Vector2D` with the sign of all components
|
|
*/
|
|
getSign(): Vector2D;
|
|
/**
|
|
* Returns the angle of the `Vector2D` in radians.
|
|
* @returns The angle of the `Vector2D` in radians
|
|
*/
|
|
getAngleRad(): number;
|
|
/**
|
|
* Returns the angle of the `Vector2D` in degree.
|
|
* @returns The angle of the `Vector2D` in degree
|
|
*/
|
|
getAngle(): number;
|
|
/**
|
|
* Returns the length of the `Vector2D`.
|
|
* @returns The length of the `Vector2D`
|
|
*/
|
|
getLength(): number;
|
|
/**
|
|
* Returns the square length of the `Vector2D`.
|
|
* @returns The square length of the `Vector2D`
|
|
*/
|
|
getLengthSq(): number;
|
|
/**
|
|
* Returns the normal of the `Vector2D`.
|
|
* @returns The normal as `Vector2D`
|
|
*/
|
|
getNormal(): Vector2D;
|
|
/**
|
|
* Returns the transformed vector as `Vector2D`.
|
|
* @param offsetx X offset
|
|
* @param offsety Y offset
|
|
* @param scalex X scale
|
|
* @param scaley Y scale
|
|
* @returns The transformed vector as `Vector2D`
|
|
*/
|
|
getTransformed(offsetx: number, offsety: number, scalex: number, scaley: number): Vector2D;
|
|
/**
|
|
* Returns the inverse transformed vector as `Vector2D`.
|
|
* @param invoffsetx X offset
|
|
* @param invoffsety Y offset
|
|
* @param invscalex X scale
|
|
* @param invscaley Y scale
|
|
* @returns The inverse transformed vector as `Vector2D`
|
|
*/
|
|
getInverseTransformed(invoffsetx: number, invoffsety: number, invscalex: number, invscaley: number): Vector2D;
|
|
/**
|
|
* Returns the rotated vector as `Vector2D`.
|
|
* @param theta Angle in degree to rotate by
|
|
* @returns The rotated `Vector2D`
|
|
*/
|
|
getRotated(theta: number): Vector2D;
|
|
/**
|
|
* Returns the rotated vector as `Vector2D`.
|
|
* @param theta Angle in radians to rotate by
|
|
* @returns The rotated `Vector2D`
|
|
*/
|
|
getRotatedRad(theta: number): Vector2D;
|
|
/**
|
|
* Checks if the `Vector2D` is finite or not.
|
|
* @returns `true` if `Vector2D` is finite, otherwise `false`
|
|
*/
|
|
isFinite(): boolean;
|
|
/**
|
|
* The `x` value of the vector.
|
|
*/
|
|
x: number;
|
|
/**
|
|
* The `y` value of the vector.
|
|
*/
|
|
y: number;
|
|
}
|
|
namespace Vector2D {
|
|
/**
|
|
* Returns the dot product of two `Vector2D`s.
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns The dot product of the two vectors
|
|
*/
|
|
function dotProduct(a: Vector2D, b: Vector2D): number;
|
|
/**
|
|
* Returns the cross product of two `Vector2D`s.
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns Cross product of the two vectors as `Vector2D`
|
|
*/
|
|
function crossProduct(a: any, b: any): Vector2D;
|
|
/**
|
|
* Reflects a `Vector2D` over a mirror `Vector2D`.
|
|
* @param v `Vector2D` to reflect
|
|
* @param m Mirror `Vector2D`
|
|
* @returns The reflected vector as `Vector2D`
|
|
*/
|
|
function reflect(v: any, m: any): Vector2D;
|
|
/**
|
|
* Returns a reversed `Vector2D`.
|
|
* @param v `Vector2D` to reverse
|
|
* @returns The reversed vector as `Vector2D`
|
|
*/
|
|
function reversed(v: any): Vector2D;
|
|
/**
|
|
* Creates a `Vector2D` from an angle in radians,
|
|
* @param angle Angle in radians
|
|
* @returns Vector as `Vector2D`
|
|
*/
|
|
function fromAngleRad(angle: number): Vector2D;
|
|
/**
|
|
* Creates a `Vector2D` from an angle in degrees,
|
|
* @param angle Angle in degrees
|
|
* @returns Vector as `Vector2D`
|
|
*/
|
|
function fromAngle(angle: number): Vector2D;
|
|
/**
|
|
* Returns the angle between two `Vector2D`s in radians
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns Angle in radians
|
|
*/
|
|
function getAngleRad(a: any, b: any): number;
|
|
/**
|
|
* Returns the angle between two `Vector2D`s in degrees.
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns Angle in degrees
|
|
*/
|
|
function getAngle(a: any, b: any): number;
|
|
/**
|
|
* Returns the square distance between two `Vector2D`s.
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns The squared distance
|
|
*/
|
|
function getDistanceSq(a: any, b: any): number;
|
|
/**
|
|
* Returns the distance between two `Vector2D`s.
|
|
* @param a First `Vector2D`
|
|
* @param b Second `Vector2D`
|
|
* @returns The distance
|
|
*/
|
|
function getDistance(a: any, b: any): number;
|
|
}
|
|
class Vector3D {
|
|
/**
|
|
* Creates a new `Vector3D` from x and y coordinates
|
|
* @param x The x coordinate
|
|
* @param y The y coordinate
|
|
* @param z The z coordinate
|
|
*/
|
|
constructor(x: number, y: number, z: number);
|
|
/**
|
|
* Creates a new `Vector3D` from a point.
|
|
* @param v The vector to create the `Vector3D` from
|
|
*/
|
|
constructor(v: any);
|
|
/**
|
|
* Returns the x/y angle of the `Vector3D` in radians.
|
|
* @returns The x/y angle of the `Vector3D` in radians
|
|
*/
|
|
getAngleXYRad(): number;
|
|
/**
|
|
* Returns the angle of the `Vector3D` in degrees.
|
|
* @returns The angle of the `Vector3D` in degrees
|
|
*/
|
|
getAngleXY(): number;
|
|
/**
|
|
* Returns the z angle of the `Vector3D` in radians.
|
|
* @returns The z angle of the `Vector3D` in radians
|
|
*/
|
|
getAngleZRad(): number;
|
|
/**
|
|
* Returns the z angle of the `Vector3D` in degrees.
|
|
* @returns The z angle of the `Vector3D` in degrees
|
|
*/
|
|
getAngleZ(): number;
|
|
/**
|
|
* Returns the length of the `Vector3D`.
|
|
* @returns The length of the `Vector3D`
|
|
*/
|
|
getLength(): number;
|
|
/**
|
|
* Returns the square length of the `Vector3D`.
|
|
* @returns The square length of the `Vector3D`
|
|
*/
|
|
getLengthSq(): number;
|
|
/**
|
|
* Returns the normal of the `Vector3D`.
|
|
* @returns The normal as `Vector3D`
|
|
*/
|
|
getNormal(): Vector3D;
|
|
/**
|
|
* Return the scaled `Vector3D`.
|
|
* @param scale Scale, where 1.0 is unscaled
|
|
* @returns The scaled `Vector3D`
|
|
*/
|
|
getScaled(scale: number): Vector3D;
|
|
/**
|
|
* Checks if the `Vector3D` is normalized or not.
|
|
* @returns `true` if `Vector3D` is normalized, otherwise `false`
|
|
*/
|
|
isNormalized(): boolean;
|
|
/**
|
|
* Checks if the `Vector3D` is finite or not.
|
|
* @returns `true` if `Vector3D` is finite, otherwise `false`
|
|
*/
|
|
isFinite(): boolean;
|
|
/**
|
|
* The `x` value of the vector.
|
|
*/
|
|
x: number;
|
|
/**
|
|
* The `y` value of the vector.
|
|
*/
|
|
y: number;
|
|
/**
|
|
* The `z` value of the vector.
|
|
*/
|
|
z: number;
|
|
}
|
|
namespace Vector3D {
|
|
/**
|
|
* Returns the dot product of two `Vector3D`s.
|
|
* @param a First `Vector3D`
|
|
* @param b Second `Vector3D`
|
|
* @returns The dot product of the two vectors
|
|
*/
|
|
function dotProduct(a: Vector3D, b: Vector3D): number;
|
|
/**
|
|
* Returns the cross product of two `Vector3D`s.
|
|
* @param a First `Vector3D`
|
|
* @param b Second `Vector3D`
|
|
* @returns Cross product of the two vectors as `Vector3D`
|
|
*/
|
|
function crossProduct(a: any, b: any): Vector3D;
|
|
/**
|
|
* Reflects a `Vector3D` over a mirror `Vector3D`.
|
|
* @param v `Vector3D` to reflect
|
|
* @param m Mirror `Vector3D`
|
|
* @returns The reflected vector as `Vector3D`
|
|
*/
|
|
function reflect(v: any, m: any): Vector3D;
|
|
/**
|
|
* Returns a reversed `Vector3D`.
|
|
* @param v `Vector3D` to reverse
|
|
* @returns The reversed vector as `Vector3D`
|
|
*/
|
|
function reversed(v: any): Vector3D;
|
|
/**
|
|
* Creates a `Vector3D` from an angle in radians
|
|
* @param angle Angle on the x/y axes in radians
|
|
* @returns Vector as `Vector3D`
|
|
*/
|
|
function fromAngleXYRad(angle: number): Vector3D;
|
|
/**
|
|
* Creates a `Vector3D` from an angle in radians,
|
|
* @param angle Angle on the x/y axes in degrees
|
|
* @returns Vector as `Vector3D`
|
|
*/
|
|
function fromAngleXY(angle: number): Vector3D;
|
|
/**
|
|
* Creates a `Vector3D` from two angles in radians
|
|
* @param anglexy Angle on the x/y axes in radians
|
|
* @param anglez Angle on the z axis in radians
|
|
* @returns Vector as `Vector3D`
|
|
*/
|
|
function fromAngleXYZRad(anglexy: number, anglez: number): Vector3D;
|
|
/**
|
|
* Creates a `Vector3D` from two angles in degrees
|
|
* @param anglexy Angle on the x/y axes in radians
|
|
* @param anglez Angle on the z axis in radians
|
|
* @returns Vector as `Vector3D`
|
|
*/
|
|
function fromAngleXYZ(anglexy: number, anglez: number): Vector3D;
|
|
}
|
|
class Vertex {
|
|
/**
|
|
* Gets all `Linedefs` that are connected to this `Vertex`.
|
|
* @returns Array of linedefs
|
|
*/
|
|
getLinedefs(): Linedef[];
|
|
/**
|
|
* Copies the properties from this `Vertex` to another.
|
|
* @param v the vertex to copy the properties to
|
|
*/
|
|
copyPropertiesTo(v: Vertex): void;
|
|
/**
|
|
* Gets the squared distance between this `Vertex` and the given point.
|
|
* @param pos Point to calculate the squared distance to.
|
|
* @returns Squared distance to `pos`
|
|
*/
|
|
distanceToSq(pos: any): number;
|
|
/**
|
|
* Gets the distance between this `Vertex` and the given point.
|
|
* @param pos Point to calculate the distance to.
|
|
* @returns Distance to `pos`
|
|
*/
|
|
distanceTo(pos: any): number;
|
|
/**
|
|
* Returns the `Linedef` that is connected to this `Vertex` that is closest to the given point.
|
|
* @param pos Point to get the nearest `Linedef` connected to this `Vertex` from
|
|
* @returns None
|
|
*/
|
|
nearestLinedef(pos: any): Linedef;
|
|
/**
|
|
* Snaps the `Vertex`'s position to the map format's accuracy.
|
|
*/
|
|
snapToAccuracy(): void;
|
|
/**
|
|
* Snaps the `Vertex`'s position to the grid.
|
|
*/
|
|
snapToGrid(): void;
|
|
/**
|
|
* Joins this `Vertex` with another `Vertex`, deleting this `Vertex` and keeping the other.
|
|
* @param other `Vertex` to join with
|
|
*/
|
|
join(other: Vertex): void;
|
|
/**
|
|
* Deletes the `Vertex`. Note that this can result in unclosed sectors.
|
|
*/
|
|
delete(): void;
|
|
/**
|
|
* The vertex index. Read-only.
|
|
*/
|
|
index: number;
|
|
/**
|
|
* Position of the `Vertex`. It's an object with `x` and `y` properties.
|
|
*/
|
|
position: any;
|
|
/**
|
|
* If the `Vertex` is selected or not.
|
|
*/
|
|
selected: boolean;
|
|
/**
|
|
* If the `Vertex` is marked or not. It is used to mark map elements that were created or changed (for example after drawing new geometry).
|
|
*/
|
|
marked: boolean;
|
|
/**
|
|
* The ceiling z position of the `Vertex`. Only available in UDMF. Only available for supported game configurations.
|
|
*/
|
|
ceilingZ: number;
|
|
/**
|
|
* The floor z position of the `Vertex`. Only available in UDMF. Only available for supported game configurations.
|
|
*/
|
|
floorZ: number;
|
|
/**
|
|
* UDMF fields. It's an object with the fields as properties.
|
|
*/
|
|
fields: any;
|
|
}
|
|
class VisualCamera {
|
|
/**
|
|
* Position of the camera as `Vector3D`. Read-only.
|
|
*/
|
|
position: Vector3D;
|
|
/**
|
|
* Angle of the camera on the X/Y axes. Read-only.
|
|
*/
|
|
angleXY: number;
|
|
/**
|
|
* Angle of the camera on the Z axis. Read-only.
|
|
*/
|
|
angleZ: number;
|
|
}
|
|
class QueryOptions {
|
|
/**
|
|
* Initializes a new `QueryOptions` object.
|
|
*/
|
|
constructor();
|
|
/**
|
|
* Adds a parameter to query
|
|
* @param name Name of the variable that the queried value is stored in
|
|
* @param description Textual description of the parameter
|
|
* @param type UniversalType value of the parameter
|
|
* @param defaultvalue Default value of the parameter
|
|
*/
|
|
addOption(name: string, description: string, type: number, defaultvalue: any): void;
|
|
/**
|
|
* Adds a parameter to query
|
|
* @param name Name of the variable that the queried value is stored in
|
|
* @param description Textual description of the parameter
|
|
* @param type UniversalType value of the parameter
|
|
* @param defaultvalue Default value of the parameter
|
|
* @param enumvalues *missing*
|
|
*/
|
|
addOption(name: string, description: string, type: number, defaultvalue: any, enumvalues: any): void;
|
|
/**
|
|
* Removes all parameters
|
|
*/
|
|
clear(): void;
|
|
/**
|
|
* Queries all parameters. Options a window where the user can enter values for the options added through `addOption()`.
|
|
* @returns True if OK was pressed, otherwise false
|
|
*/
|
|
query(): boolean;
|
|
/**
|
|
* Object containing all the added options as properties.
|
|
*/
|
|
options: any;
|
|
}
|
|
}
|