asjdiajsda

This commit is contained in:
KP 2024-07-28 15:46:23 -05:00
parent abd61d4d01
commit c4620539e1
3 changed files with 139 additions and 409 deletions

View file

@ -1,399 +1,118 @@
[02:08:35 PM] Info: Starting...
[03:45:48 PM] Info: Starting...
KP3D version 2
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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!
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[02:11:53 PM] Info: $ set-mode game
[02:11:53 PM] Info: $
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[03:45:48 PM] Info: Initializing SDL
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[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!
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[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:01 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches
[03:46:02 PM] Info: Finalize mesh with 59 batches

View file

@ -13,7 +13,7 @@ namespace kp3d {
bool PointInLine(XYf point, XYf line_start, XYf line_end)
{
float bounds = Distance(line_start, line_end) + 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);

View file

@ -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
@ -119,10 +119,16 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert)
s->ceiling.texture = nullptr;
}
else
{
if (!(l.flags & Wall::FLAG_OPENING))
{
l.textures[TEX_FRONT] = nullptr;
l.flags = Wall::FLAG_OPENING | Wall::FLAG_SUBSECTOR_OPENING;
l.portal = &sector;
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<Vec2> 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});
@ -463,6 +471,8 @@ void Map::JoinSectors(Sector& sector)
}
// Mark the other one as an opening
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 = &sector;
@ -470,6 +480,7 @@ void Map::JoinSectors(Sector& sector)
}
}
}
}
}
bool Map::WallOverlaps(Sector& sector, Wall& ld)