Editor use vtx collision

This commit is contained in:
MegaMech
2025-02-28 17:31:24 -07:00
parent 08f0d261d1
commit 7a31679c2d
17 changed files with 405 additions and 95 deletions
+25 -7
View File
@@ -5,6 +5,8 @@
#include "../World.h"
#include "Editor.h"
#include "Collision.h"
#include "port/Engine.h"
#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
#include <window/Window.h>
@@ -30,20 +32,36 @@ Editor::Editor() {
// gsSPSetFB(gDisplayListHead++, &test);
}
void Editor::Tick() {
auto wnd = GameEngine::Instance->context->GetWindow();
// GetMouseState
if (wnd->MouseClick(Ship::LUS_MOUSE_BTN_LEFT)) {
eObjectPicker.SelectObject();
void Editor::Load() {
eObjectPicker.Load();
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object.Model);
}
}
void Editor::Tick() {
auto wnd = GameEngine::Instance->context->GetWindow();
// GetMouseState
if (wnd->MouseClick(Ship::LUS_MOUSE_BTN_LEFT)) {
eObjectPicker.SelectObject(eGameObjects);
}
}
void Editor::Draw() {
eObjectPicker.Draw();
}
void Editor::AddObject(FVector* pos, Gfx* model, CollisionType collision, float boundingBoxSize) {
if (model != NULL) {
eGameObjects.push_back({pos, model, {}, collision, boundingBoxSize});
GenerateCollisionMesh(eGameObjects.back(), model);
} else { // to bounding box or sphere collision
eGameObjects.push_back({pos, model, {}, CollisionType::BOUNDING_BOX, 2.0f});
}
}
void Editor::DrawObj(float length) {
Mat4 mtx;
Vec3f pos2 = { _ray[0], _ray[1], _ray[2] };