otr works for object picking

This commit is contained in:
MegaMech
2025-03-01 13:41:32 -07:00
parent 3bb80b8464
commit 842042d515
7 changed files with 129 additions and 103 deletions
+3 -10
View File
@@ -35,7 +35,7 @@ Editor::Editor() {
void Editor::Load() {
eObjectPicker.Load();
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object.Model, 1.0f);
//GenerateCollisionMesh(object, object.Model, 1.0f);
}
}
@@ -84,6 +84,7 @@ void Editor::Tick() {
void Editor::Draw() {
eObjectPicker.Draw();
DrawObj();
}
void Editor::AddObject(FVector* pos, Gfx* model, float scale, CollisionType collision, float boundingBoxSize) {
@@ -91,16 +92,8 @@ void Editor::AddObject(FVector* pos, Gfx* model, float scale, CollisionType coll
if (model != NULL) {
eGameObjects.push_back({pos, model, {}, collision, boundingBoxSize});
GenerateCollisionMesh(eGameObjects.back(), model, scale);
printf("\n");
} 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] };
mtxf_translate(mtx, pos2);
mtxf_scale(mtx, 0.03);
render_set_position(mtx, 0);
gSPDisplayList(gDisplayListHead++, Editor::box_Cube_mesh);
}