From c4620539e1458a4f2ee4294d938684245ca37df9 Mon Sep 17 00:00:00 2001 From: KP Date: Sun, 28 Jul 2024 15:46:23 -0500 Subject: [PATCH] asjdiajsda --- Data/sandbox-log.txt | 505 ++++++++--------------------------- KP3Dii/src/KP3D_Geometry.cpp | 2 +- KP3Dii/src/KP3D_Map.cpp | 41 +-- 3 files changed, 139 insertions(+), 409 deletions(-) diff --git a/Data/sandbox-log.txt b/Data/sandbox-log.txt index 8ba8356..d02869a 100644 --- a/Data/sandbox-log.txt +++ b/Data/sandbox-log.txt @@ -1,399 +1,118 @@ -[02:08:35 PM] Info: Starting... +[03:45:48 PM] Info: Starting... KP3D version 2 =============================== Copyright (C) kpworld.xyz 2018-2024 Contact me! @kp_cftsz -[02:08:35 PM] Info: Initializing SDL -[02:08:35 PM] Info: Initializing OpenGL -[02:08:35 PM] Info: OpenGL version: 4.6.0 NVIDIA 536.23 -[02:08:35 PM] Info: Initializing GLEW -[02:08:35 PM] Info: Initializing SDL_mixer -[02:08:35 PM] Info: Reticulating splines... -[02:08:35 PM] Info: Ready! -[02:08:35 PM] Info: Finalize mesh with 45 batches -[02:08:49 PM] Info: Finalize mesh with 48 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:52 PM] Info: Finalize mesh with 49 batches -[02:08:53 PM] Info: Finalize mesh with 49 batches -[02:08:53 PM] Info: Finalize mesh with 49 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Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:46 PM] Info: Finalize mesh with 104 batches -[02:11:47 PM] Info: Finalize mesh with 104 batches -[02:11:47 PM] Info: Finalize mesh with 104 batches -[02:11:47 PM] Info: Finalize mesh with 104 batches -[02:11:47 PM] Info: Finalize mesh with 104 batches -[02:11:53 PM] Info: $ set-mode game -[02:11:53 PM] Info: $ -[02:11:56 PM] Info: Finalize mesh with 104 batches -[02:11:57 PM] Info: Finalize mesh with 104 batches -[02:11:57 PM] Info: Finalize mesh with 104 batches -[02:11:57 PM] Info: Finalize mesh with 104 batches -[02:11:57 PM] Info: Finalize mesh with 104 batches -[02:11:58 PM] Info: Finalize mesh with 104 batches -[02:11:58 PM] Info: Finalize mesh with 104 batches +[03:45:48 PM] Info: Initializing SDL +[03:45:48 PM] Info: Initializing OpenGL +[03:45:48 PM] Info: OpenGL version: 4.6.0 NVIDIA 536.23 +[03:45:48 PM] Info: Initializing GLEW +[03:45:48 PM] Info: Initializing SDL_mixer +[03:45:48 PM] Info: Reticulating splines... +[03:45:48 PM] Info: Ready! +[03:45:48 PM] Info: Finalize mesh with 45 batches +[03:45:53 PM] Info: Finalize mesh with 48 batches +[03:45:57 PM] Info: Finalize mesh with 50 batches +[03:45:59 PM] Info: Finalize mesh with 52 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 PM] Info: Finalize mesh with 56 batches +[03:45:59 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+ EPSILON; + float bounds = Distance(line_start, line_end) + 0.1f; float test = (line_start.y - point.y) * line_end.x + (point.x - line_start.x) * line_end.y + (line_start.x * point.y - point.x * line_start.y); diff --git a/KP3Dii/src/KP3D_Map.cpp b/KP3Dii/src/KP3D_Map.cpp index 82a23d2..3533063 100644 --- a/KP3Dii/src/KP3D_Map.cpp +++ b/KP3Dii/src/KP3D_Map.cpp @@ -40,12 +40,12 @@ bool SectorContains(const kp3d::Sector& outer, const kp3d::Sector& inner) if (status == PointInPolygonResult::IsOn) partial_count++; } - if (count == inner_path.size()) + if ((count + partial_count) == inner_path.size()) completely_inside = true; if (partial_count > 0 && count > 0) partially_inside = true; - return completely_inside || (count > 0 && partial_count < 4); // stupid + return completely_inside;// || (count > 0 && partial_count < 4); // stupid } // Callback used by the renderer and editor @@ -120,9 +120,15 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert) } else { - l.textures[TEX_FRONT] = nullptr; - l.flags = Wall::FLAG_OPENING | Wall::FLAG_SUBSECTOR_OPENING; - l.portal = §or; + if (!(l.flags & Wall::FLAG_OPENING)) + { + l.textures[TEX_FRONT] = nullptr; + l.flags = Wall::FLAG_OPENING | Wall::FLAG_SUBSECTOR_OPENING; + l.portal = §or; + steiner_points.push_back({ l.start.x, l.start.y }); + // s->floor.steiner_points.push_back({ l.start.x, s->floor.base_height, l.start.y }); + // s->ceiling.steiner_points.push_back({ l.start.x, s->ceiling.base_height, l.start.y }); + } } ss.push_back({l.start.x, l.start.y}); } @@ -200,6 +206,8 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert) */ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_bottom, const Texture* texture, Vec3 pos_a, Vec3 pos_b, bool flip, bool flip_u, bool flip_v, XYf uv_offset) { + const float E = 4.0f / 128.0f; + if (!texture) return; @@ -214,11 +222,11 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_botto Vec2 mpos = {Distance({v.position.x, v.position.z}, {pos_a.x, pos_a.z}), v.position.y}; points.push_back(mpos); } - if (!points.empty()) - if (!FloatCmp(points.back().x, Distance({ pos_a.x, pos_a.y }, {pos_b.x, pos_b.y}))) - points.push_back({ Distance({ pos_a.x, pos_a.y }, {pos_b.x, pos_b.y}), flat_bottom.base_height}); - // if (points.empty()) - // points.push_back({ 0.0f, flat_bottom.base_height}); + // if (!points.empty()) + if (!FloatCmp(points.back().x, Distance({ pos_a.x, pos_a.z }, {pos_b.x, pos_b.z}), E)) + points.push_back({ Distance({ pos_a.x, pos_a.z }, {pos_b.x, pos_b.z}), flat_bottom.base_height}); + //if (points.empty()) + // points.push_back({ 0.0f, flat_bottom.base_height }); std::vector top_points; for (const Vertex3D& v: flat_top.triangulated_data) { @@ -227,8 +235,8 @@ void Map::BuildQuad(Sector& sector, Wall& wall, Flat& flat_top, Flat& flat_botto Vec2 mpos = {Distance({v.position.x, v.position.z}, {pos_a.x, pos_a.z}), v.position.y}; top_points.push_back(mpos); } - if (!top_points.empty()) - if (!FloatCmp(top_points.back().x, 0.0f)) + // if (!top_points.empty()) + if (!FloatCmp(top_points.back().x, 0.0f, E)) top_points.push_back({ 0.0f, flat_top.base_height }); // if (top_points.empty()) // top_points.push_back({Distance({0.0f, 0.0f}, {pos_b.x - pos_a.x, pos_b.z - pos_a.x}), flat_top.base_height}); @@ -463,9 +471,12 @@ void Map::JoinSectors(Sector& sector) } // Mark the other one as an opening - l.textures[TEX_FRONT] = nullptr; - l.flags = Wall::FLAG_OPENING | Wall::FLAG_TOUCHED; - l.portal = §or; + if (!(l.flags & Wall::FLAG_OPENING)) // <- do we want to check this? not sure... + { + l.textures[TEX_FRONT] = nullptr; + l.flags = Wall::FLAG_OPENING | Wall::FLAG_TOUCHED; + l.portal = §or; + } } } }