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git-svn-id: https://svn.eduke32.com/eduke32@1719 1a8010ca-5511-0410-912e-c29ae57300e0
63 lines
2.9 KiB
Text
63 lines
2.9 KiB
Text
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Sector-like clipping for sprites
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Sprite picnums can be assigned to a bunch of connected sectors so that
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clipping against these sprites will work as if it is carried out on the
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associated sectors. For this, a file named _clipshape_.map must be present
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at program start time that must be built to certain rules:
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* Every sector that contains at least one white wall is considered an "outer" sector.
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Conversely, sectors with only red walls are "inner" (clipping) sectors.
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* Sprites in outer sectors are ignored.
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* To associate a picnum with a bunch of sectors, place a sprite with that picnum in
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some inner sector of the lot. At the end stage of editing, align the sprite so that
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the model matches the sectors well. See samples/_clipshape_.map for examples.
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* A picnum may be associated with many "layers" (called "indices" in the code) of
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sectorwork. This serves two purposes: one is to enable more complex shapes than
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would be possible using only one sector. The other reason is that a sprite may differ
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in orientation in such a way that it is not possible to calculate one from another.
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In particular, floor-aligned sprites and face/wall sprites should have their own
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sector versions (of course only if they are intended to be used in a particular
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orientation).
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* The sprites in inner sectors should point northward and should not have any orientation-
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changing bits like x-flip or y-flip set. Setting centering is permitted, though.
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* A set of picnums can be aliased to a layer. This is useful if "secondary" picnums
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are going to be used as decoration, for example. For this, set lotags and/or hitags
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of any wall of an inner sector to the picnums to be aliased to values greater than 0.
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If only one of them is set, it is taken as one picnum, otherwise as a both-sided inclusive
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range, the order doesn't matter. The pigcop tank is present as an example in
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samples/_clipshape_.map.
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* The inner sectors of a given layer must be all interconnected (not necessarily directly)
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and for a layer there must be a unique outer sector.
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* Making the floor or ceiling of a sector parallaxed will disable clipping on it in certain
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ways. Normally, there are four horizontal clipping planes (see the round table for an
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example). Making the ceiling parallaxed disables the upper two, and analogously for the floor.
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* Making a sprite transparent will disable rotation around its origin to match a given sprite's
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angle. Use it on models with rotational symmetry.
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Notes:
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------
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* Only clipmove and getzrange are changed, so that hitscan weapons will still behave the old way.
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* The clipping will not change with rendering modes or options.
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Known bugs:
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-----------
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* Flipping doesn't work correctly
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* The behaviour in Mapster32 and EDuke32 differs slightly, see the
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round table arrangement in the test area of _clipshape_.map
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--Helixhorned
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