PrimeWorldEditor/Scene/CCollisionNode.cpp

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#include "CCollisionNode.h"
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
CCollisionNode::CCollisionNode(CSceneManager *pScene, CSceneNode *pParent, CCollisionMeshGroup *pCollision)
: CSceneNode(pScene, pParent)
{
SetCollision(pCollision);
SetName("Collision");
}
ENodeType CCollisionNode::NodeType()
{
return eCollisionNode;
}
void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
{
if (!mpCollision) return;
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
}
void CCollisionNode::Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
{
if (!mpCollision) return;
LoadModelMatrix();
glBlendFunc(GL_ONE, GL_ZERO);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
CDrawUtil::UseCollisionShader(TintColor(ViewInfo));
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/)
{
// todo
SRayIntersection Result;
Result.Hit = false;
return Result;
}
void CCollisionNode::SetCollision(CCollisionMeshGroup *pCollision)
{
mpCollision = pCollision;
}