diff --git a/resources/shaders/CollisionShader.vs b/resources/shaders/CollisionShader.vs index 88a16699..92ac2424 100644 --- a/resources/shaders/CollisionShader.vs +++ b/resources/shaders/CollisionShader.vs @@ -15,6 +15,9 @@ layout(std140) uniform MVPBlock mat4 ProjMtx; }; +uniform bool IsFloor; +uniform bool IsUnstandable; + // Main void main() { @@ -31,4 +34,9 @@ void main() float Alpha = (-LightDot + 1.0) / 2; float LightAlpha = mix(kLightColorMin, kLightColorMax, Alpha); LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0); + + // If this is not a floor, make the surface significantly darker + // The surface is considered a floor if IsFloor is true OR if the floor normal Z is greater than 0.85 + float FloorMul = (!IsUnstandable && (IsFloor || RawNormal.z > 0.85)) ? 1.0 : 0.5; + LightColor *= FloorMul; } diff --git a/src/Core/Core.pro b/src/Core/Core.pro index ce8ab25d..b1a24459 100644 --- a/src/Core/Core.pro +++ b/src/Core/Core.pro @@ -196,7 +196,8 @@ HEADERS += \ Resource/Factory/CSkinLoader.h \ Render/EDepthGroup.h \ Scene/CScriptAttachNode.h \ - ScriptExtra/CSandwormExtra.h + ScriptExtra/CSandwormExtra.h \ + Resource/CCollisionMaterial.h # Source Files SOURCES += \ @@ -283,4 +284,5 @@ SOURCES += \ Resource/Factory/CSkinLoader.cpp \ Resource/Model/EVertexAttribute.cpp \ Scene/CScriptAttachNode.cpp \ - ScriptExtra/CSandwormExtra.cpp + ScriptExtra/CSandwormExtra.cpp \ + Resource/CCollisionMaterial.cpp diff --git a/src/Core/Render/CDrawUtil.cpp b/src/Core/Render/CDrawUtil.cpp index 0a7e1e5e..f0a58a75 100644 --- a/src/Core/Render/CDrawUtil.cpp +++ b/src/Core/Render/CDrawUtil.cpp @@ -329,14 +329,23 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor) CMaterial::KillCachedMaterial(); } -void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/) +void CDrawUtil::UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor /*= CColor::skWhite*/) { Init(); mpCollisionShader->SetCurrent(); + // Force blend mode to opaque + set alpha to 0 to ensure collision geometry isn't bloomed + glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO); + static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor"); glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A); + static GLuint IsFloorLoc = mpCollisionShader->GetUniformLocation("IsFloor"); + glUniform1i(IsFloorLoc, IsFloor ? 1 : 0); + + static GLuint IsUnstandableLoc = mpCollisionShader->GetUniformLocation("IsUnstandable"); + glUniform1i(IsUnstandableLoc, IsUnstandable ? 1 : 0); + CMaterial::KillCachedMaterial(); } diff --git a/src/Core/Render/CDrawUtil.h b/src/Core/Render/CDrawUtil.h index 6fe5ba3d..13014945 100644 --- a/src/Core/Render/CDrawUtil.h +++ b/src/Core/Render/CDrawUtil.h @@ -89,7 +89,7 @@ public: static void UseColorShaderLighting(const CColor& Color); static void UseTextureShader(); static void UseTextureShader(const CColor& TintColor); - static void UseCollisionShader(const CColor& TintColor = CColor::skWhite); + static void UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor = CColor::skWhite); static CShader* GetTextShader(); static void LoadCheckerboardTexture(u32 GLTextureUnit); diff --git a/src/Core/Render/SViewInfo.h b/src/Core/Render/SViewInfo.h index c7fa1499..a3019493 100644 --- a/src/Core/Render/SViewInfo.h +++ b/src/Core/Render/SViewInfo.h @@ -6,21 +6,24 @@ #include #include -enum ECollisionDrawMode -{ - eCDM_Default, - eCDM_TintSurfaceType -}; - struct SCollisionRenderSettings { - ECollisionDrawMode DrawMode; u64 HighlightMask; u64 HideMask; bool DrawWireframe; + bool DrawBackfaces; + bool DrawAreaCollisionBounds; + bool TintWithSurfaceColor; + bool TintUnwalkableTris; SCollisionRenderSettings() - : DrawMode(eCDM_TintSurfaceType), HighlightMask(0), HideMask(0), DrawWireframe(false) {} + : HighlightMask(0) + , HideMask(0) + , DrawWireframe(true) + , DrawBackfaces(false) + , DrawAreaCollisionBounds(true) + , TintWithSurfaceColor(true) + , TintUnwalkableTris(false) {} }; struct SViewInfo diff --git a/src/Core/Resource/CCollisionMaterial.cpp b/src/Core/Resource/CCollisionMaterial.cpp new file mode 100644 index 00000000..7e6712a4 --- /dev/null +++ b/src/Core/Resource/CCollisionMaterial.cpp @@ -0,0 +1,66 @@ +#include "CCollisionMaterial.h" +#include "EGame.h" +#include + +ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const +{ + // Arrays determining the type hierarchy for each game. + // Flags earlier in the list take priority over flags later in the list. + static const ECollisionFlag skPrimeTypeHierarchy[] = { + eCF_Organic, eCF_Wood, eCF_Sand, eCF_Shield, eCF_Glass, eCF_Mud, eCF_SlowMud, + eCF_Snow, eCF_Lava, eCF_Dirt, eCF_Phazon, eCF_MetalGrating, eCF_Ice, eCF_Grass, + eCF_Metal, eCF_Stone + }; + static const ECollisionFlag skEchoesTypeHierarchy[] = { + eCF_Rubber, eCF_Organic, eCF_Wood, eCF_Web, eCF_MothSeedOrganics, eCF_Sand, + eCF_Shield, eCF_Fabric, eCF_Snow, eCF_Glass, eCF_AltMetal, eCF_Dirt, eCF_Phazon, + eCF_MetalGrating, eCF_Ice, eCF_Grass, eCF_Metal, eCF_Stone + }; + + // Determine which list we should use. + const ECollisionFlag* pkFlagArray; + u32 Num; + + if (Game <= ePrime) + { + pkFlagArray = skPrimeTypeHierarchy; + Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag); + } + else + { + pkFlagArray = skEchoesTypeHierarchy; + Num = sizeof(skEchoesTypeHierarchy) / sizeof(ECollisionFlag); + } + + // Locate type. + for (u32 iType = 0; iType < Num; iType++) + { + if (*this & pkFlagArray[iType]) + return pkFlagArray[iType]; + } + return eCF_Unknown; +} + +// Type-to-color mappings +const std::map gkTypeToColor = { + { eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish color + { eCF_Metal, CColor::Integral(110, 110, 110) }, // Dark gray + { eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green + { eCF_Ice, CColor::Integral(200, 255, 255) }, // Light blue + { eCF_MetalGrating, CColor::Integral(170, 170, 170) }, // Gray + { eCF_Phazon, CColor::Integral( 0, 128, 255) }, // Blue + { eCF_Dirt, CColor::Integral(150, 130, 120) }, // Brownish-gray + { eCF_Lava, CColor::Integral(200, 30, 30) }, // Red + { eCF_Snow, CColor::Integral(230, 255, 255) }, // *Very* light blue + { eCF_Glass, CColor::Integral( 20, 255, 190) }, // Greenish blue + { eCF_Shield, CColor::Integral(230, 250, 60) }, // Yellow + { eCF_Sand, CColor::Integral(230, 200, 170) }, // Light brown + { eCF_Wood, CColor::Integral(190, 140, 105) }, // Brown + { eCF_Organic, CColor::Integral(130, 130, 250) } // Purple +}; +CColor CCollisionMaterial::SurfaceColor(EGame Game) const +{ + ECollisionFlag SurfType = SurfaceType(Game); + auto FindColor = gkTypeToColor.find(SurfType); + return (FindColor == gkTypeToColor.end() ? CColor::skWhite : FindColor->second); +} diff --git a/src/Core/Resource/CCollisionMaterial.h b/src/Core/Resource/CCollisionMaterial.h new file mode 100644 index 00000000..bcb78114 --- /dev/null +++ b/src/Core/Resource/CCollisionMaterial.h @@ -0,0 +1,64 @@ +#ifndef CCOLLISIONMATERIAL +#define CCOLLISIONMATERIAL + +#include "EGame.h" +#include +#include + +// Game-neutral collision property flags. +// IMPORTANT: This is an incomplete list. Keep in mind that MP2, MP3, and DKCR store +// collision materials via a 64-bit flag where every bit is used, and some flags differ +// between games. Therefore a single enum doesn't have the resolution to represent EVERY +// flag from EVERY game. In the future, the storage medium needs to be changed to a struct, +// OR we need to be okay with excluding certain flags (which we probably are, because a +// lot of them aren't meant to be used by collision geometry, such as the "Player" flag). +enum ECollisionFlag +{ + eCF_Unknown = 0x00000001, + eCF_Stone = 0x00000002, + eCF_Metal = 0x00000004, + eCF_Grass = 0x00000008, + eCF_Ice = 0x00000010, + eCF_MetalGrating = 0x00000020, + eCF_Phazon = 0x00000040, + eCF_Dirt = 0x00000080, + eCF_Lava = 0x00000100, + eCF_AltMetal = 0x00000200, + eCF_Snow = 0x00000400, + eCF_Fabric = 0x00000800, + eCF_SlowMud = 0x00001000, + eCF_Mud = 0x00002000, + eCF_Glass = 0x00004000, + eCF_Shield = 0x00008000, + eCF_Sand = 0x00010000, + eCF_MothSeedOrganics = 0x00020000, + eCF_Web = 0x00040000, + eCF_Wood = 0x00080000, + eCF_Organic = 0x00100000, + eCF_Rubber = 0x00200000, + eCF_ShootThru = 0x00400000, + eCF_CameraThru = 0x00800000, + eCF_ScanThru = 0x01000000, + eCF_AiWalkThru = 0x02000000, + eCF_FlippedTri = 0x04000000, + eCF_Floor = 0x08000000, + eCF_AiBlock = 0x10000000, + eCF_JumpNotAllowed = 0x20000000, + eCF_SpiderBall = 0x40000000, + eCF_WallJump = 0x80000000 +}; + +class CCollisionMaterial : public TFlags +{ + friend class CCollisionLoader; + u64 mRawFlags; + +public: + ECollisionFlag SurfaceType(EGame Game) const; + CColor SurfaceColor(EGame Game) const; + + inline u64 RawFlags() const { return mRawFlags; } +}; + +#endif // CCOLLISIONMATERIAL + diff --git a/src/Core/Resource/CCollisionMesh.cpp b/src/Core/Resource/CCollisionMesh.cpp index a4cb86d9..d9c3ad0c 100644 --- a/src/Core/Resource/CCollisionMesh.cpp +++ b/src/Core/Resource/CCollisionMesh.cpp @@ -73,7 +73,7 @@ void CCollisionMesh::BufferGL() Verts[2] = pLineB->Vertices[1]; // Some faces have a property that indicates they need to be inverted - if (GetMaterial(pFace->MaterialIdx).FlippedTri) + if (GetMaterial(pFace->MaterialIdx) & eCF_FlippedTri) { u16 V0 = Verts[0]; Verts[0] = Verts[2]; diff --git a/src/Core/Resource/CCollisionMesh.h b/src/Core/Resource/CCollisionMesh.h index 051cf6ef..797f143e 100644 --- a/src/Core/Resource/CCollisionMesh.h +++ b/src/Core/Resource/CCollisionMesh.h @@ -1,22 +1,12 @@ #ifndef CCOLLISIONMESH_H #define CCOLLISIONMESH_H +#include "CCollisionMaterial.h" #include "CResource.h" #include "Core/OpenGL/CVertexBuffer.h" #include "Core/OpenGL/CIndexBuffer.h" #include -struct SCollisionMaterial -{ - // todo: figure out what the other properties are - u64 RawFlags; - bool AiWalkThru; - bool FlippedTri; - bool ShootThru; - bool CameraThru; - bool Solid; -}; - class CCollisionMesh { friend class CCollisionLoader; @@ -71,7 +61,7 @@ class CCollisionMesh CAABox mAABox; CCollisionOctree *mpOctree; - std::vector mMaterials; + std::vector mMaterials; std::vector mCollisionVertices; std::vector mCollisionLines; std::vector mCollisionFaces; @@ -92,7 +82,8 @@ public: void DrawWireframe(); inline u32 NumMaterials() const { return mMaterials.size(); } - inline SCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; } + inline CCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; } + inline const CAABox& BoundingBox() const { return mAABox; } }; #endif // CCOLLISIONMESH_H diff --git a/src/Core/Resource/Factory/CCollisionLoader.cpp b/src/Core/Resource/Factory/CCollisionLoader.cpp index e88629d4..c3bd78a6 100644 --- a/src/Core/Resource/Factory/CCollisionLoader.cpp +++ b/src/Core/Resource/Factory/CCollisionLoader.cpp @@ -38,24 +38,74 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN) void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc) { - SCollisionMaterial Material; + CCollisionMaterial Material; + u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong()); + Material.mRawFlags = RawFlags; - if (mVersion == ePrime) + if (mVersion <= ePrime) { - Material.RawFlags = rSrc.ReadLong(); - Material.FlippedTri = (Material.RawFlags >> 25) & 0x1; + if (RawFlags & 0x00000001) Material |= eCF_Unknown; + if (RawFlags & 0x00000002) Material |= eCF_Stone; + if (RawFlags & 0x00000004) Material |= eCF_Metal; + if (RawFlags & 0x00000008) Material |= eCF_Grass; + if (RawFlags & 0x00000010) Material |= eCF_Ice; + if (RawFlags & 0x00000040) Material |= eCF_MetalGrating; + if (RawFlags & 0x00000080) Material |= eCF_Phazon; + if (RawFlags & 0x00000100) Material |= eCF_Dirt; + if (RawFlags & 0x00000200) Material |= eCF_Lava; + if (RawFlags & 0x00000800) Material |= eCF_Snow; + if (RawFlags & 0x00001000) Material |= eCF_SlowMud; + if (RawFlags & 0x00004000) Material |= eCF_Mud; + if (RawFlags & 0x00008000) Material |= eCF_Glass; + if (RawFlags & 0x00010000) Material |= eCF_Shield; + if (RawFlags & 0x00020000) Material |= eCF_Sand; + if (RawFlags & 0x00040000) Material |= eCF_ShootThru; + if (RawFlags & 0x00200000) Material |= eCF_CameraThru; + if (RawFlags & 0x00400000) Material |= eCF_Wood; + if (RawFlags & 0x00800000) Material |= eCF_Organic; + if (RawFlags & 0x02000000) Material |= eCF_FlippedTri; + if (RawFlags & 0x08000000) Material |= eCF_ScanThru; + if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru; + if (RawFlags & 0x80000000) Material |= eCF_Floor; } - else if (mVersion == eEchoes) + else if (mVersion <= eCorruption) { - Material.RawFlags = rSrc.ReadLongLong(); - Material.FlippedTri = (Material.RawFlags >> 24) & 0x1; + if (RawFlags & 0x00000001) Material |= eCF_Unknown; + if (RawFlags & 0x00000002) Material |= eCF_Stone; + if (RawFlags & 0x00000004) Material |= eCF_Metal; + if (RawFlags & 0x00000008) Material |= eCF_Grass; + if (RawFlags & 0x00000010) Material |= eCF_Ice; + if (RawFlags & 0x00000040) Material |= eCF_MetalGrating; + if (RawFlags & 0x00000080) Material |= eCF_Phazon; + if (RawFlags & 0x00000100) Material |= eCF_Dirt; + if (RawFlags & 0x00000200) Material |= eCF_AltMetal; + if (RawFlags & 0x00000400) Material |= eCF_Glass; + if (RawFlags & 0x00000800) Material |= eCF_Snow; + if (RawFlags & 0x00001000) Material |= eCF_Fabric; + if (RawFlags & 0x00010000) Material |= eCF_Shield; + if (RawFlags & 0x00020000) Material |= eCF_Sand; + if (RawFlags & 0x00040000) Material |= eCF_MothSeedOrganics; + if (RawFlags & 0x00080000) Material |= eCF_Web; + if (RawFlags & 0x00100000) Material |= eCF_ShootThru; + if (RawFlags & 0x00200000) Material |= eCF_CameraThru; + if (RawFlags & 0x00400000) Material |= eCF_Wood; + if (RawFlags & 0x00800000) Material |= eCF_Organic; + if (RawFlags & 0x01000000) Material |= eCF_FlippedTri; + if (RawFlags & 0x02000000) Material |= eCF_Rubber; + if (RawFlags & 0x08000000) Material |= eCF_ScanThru; + if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru; + if (RawFlags & 0x80000000) Material |= eCF_Floor; + + if (RawFlags & 0x0001000000000000) Material |= eCF_AiBlock; + if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed; + if (RawFlags & 0x2000000000000000) Material |= eCF_SpiderBall; + if (RawFlags & 0x4000000000000000) Material |= eCF_WallJump; } else if (mVersion == eReturns) { - Material.RawFlags = rSrc.ReadLongLong(); - Material.FlippedTri = (Material.RawFlags >> 28) & 0x1; + if (RawFlags & 0x10000000) Material |= eCF_FlippedTri; } mpMesh->mMaterials.push_back(Material); diff --git a/src/Core/Resource/Script/CScriptTemplate.cpp b/src/Core/Resource/Script/CScriptTemplate.cpp index d344410a..3e065cda 100644 --- a/src/Core/Resource/Script/CScriptTemplate.cpp +++ b/src/Core/Resource/Script/CScriptTemplate.cpp @@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32& for (auto it = mAssets.begin(); it != mAssets.end(); it++) { + if (it->AssetType == SEditorAsset::eCollision) continue; CResource *pRes = nullptr; // File diff --git a/src/Core/Scene/CCollisionNode.cpp b/src/Core/Scene/CCollisionNode.cpp index 714a2da7..a2e2b61d 100644 --- a/src/Core/Scene/CCollisionNode.cpp +++ b/src/Core/Scene/CCollisionNode.cpp @@ -37,6 +37,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); + // Turn off backface culling + EGame CollisionGame = mpCollision->Game(); + bool ForceDisableBackfaceCull = (rkViewInfo.CollisionSettings.DrawBackfaces || CollisionGame == eReturns) && glIsEnabled(GL_CULL_FACE); + + if (ForceDisableBackfaceCull) + glDisable(GL_CULL_FACE); + CColor BaseTint = TintColor(rkViewInfo); for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++) @@ -45,63 +52,22 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++) { - SCollisionMaterial& rMat = pMesh->GetMaterial(iMat); + CCollisionMaterial& rMat = pMesh->GetMaterial(iMat); - if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask) + if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask) continue; CColor Tint = BaseTint; - if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask) + if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask) Tint *= CColor::skRed; - else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType) - { - // Organic - if (rMat.RawFlags & 0x00800000) - Tint *= CColor::Integral(130, 130, 250); // Purple - // Wood - else if (rMat.RawFlags & 0x00400000) - Tint *= CColor::Integral(190, 140, 105); // Brown - // Sand - else if (rMat.RawFlags & 0x00020000) - Tint *= CColor::Integral(230, 200, 170); // Light Brown - // Shield - else if (rMat.RawFlags & 0x00010000) - Tint *= CColor::Integral(250, 230, 60); // Yellow - // Glass - else if (rMat.RawFlags & 0x00008000) - Tint *= CColor::Integral(20, 255, 190); // Greenish/Bluish - // Snow - else if (rMat.RawFlags & 0x00000800) - Tint *= CColor::Integral(230, 255, 255); // *Very* light blue - // Lava - else if (rMat.RawFlags & 0x00000200) - Tint *= CColor::Integral(200, 30, 30); // Red - // Rock - else if (rMat.RawFlags & 0x00000100) - Tint *= CColor::Integral(150, 130, 120); // Brownish-gray - // Phazon - else if (rMat.RawFlags & 0x00000080) - Tint *= CColor::Integral(0, 128, 255); // Blue - // Metal Grating - else if (rMat.RawFlags & 0x00000040) - Tint *= CColor::Integral(170, 170, 170); // Gray - // Ice - else if (rMat.RawFlags & 0x00000010) - Tint *= CColor::Integral(200, 255, 255); // Light blue - // Grass - else if (rMat.RawFlags & 0x00000008) - Tint *= CColor::Integral(90, 150, 70); // Green - // Metal - else if (rMat.RawFlags & 0x00000004) - Tint *= CColor::Integral(110, 110, 110); // Dark gray - // Stone - else if (rMat.RawFlags & 0x00000002) - Tint *= CColor::Integral(220, 215, 160); // Brown/green ish - } + else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor) + Tint *= rMat.SurfaceColor(CollisionGame); - CDrawUtil::UseCollisionShader(Tint); + bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true); + bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false); + CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint); pMesh->DrawMaterial(iMat); } } @@ -111,6 +77,16 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER CDrawUtil::UseColorShader(CColor::skTransparentBlack); mpCollision->DrawWireframe(); } + + // Restore backface culling setting + if (ForceDisableBackfaceCull) + glEnable(GL_CULL_FACE); + + // Draw collision bounds for area collision + // note: right now checking parent is the best way to check whether this node is area collision instead of actor collision + // actor collision will have a script node parent whereas area collision will have a root node parent + if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode) + CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed ); } SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/) diff --git a/src/Editor/CAboutDialog.ui b/src/Editor/CAboutDialog.ui index d649bc6f..0a3031be 100644 --- a/src/Editor/CAboutDialog.ui +++ b/src/Editor/CAboutDialog.ui @@ -17,7 +17,7 @@ - <html><head/><body><p><span style=" font-size:12pt; font-weight:600;">%APP_FULL_NAME%</span></p><p>%APP_NAME% is developed by <span style=" font-weight:600;">Parax</span>.<br/>All the games it edits are developed by <span style=" font-weight:600;">Retro Studios</span> and published by <span style=" font-weight:600;">Nintendo</span>.</p><p>Special thanks to:</p><p><ul><li> The community at <span style=" font-weight:600;">Metroid2002</span> that contributed to reverse engineering the game and documenting its internals and file formats; in particular, <span style=" font-weight:600;">Antidote</span> and <span style=" font-weight:600;">jackoalan</span>, among others!</li><li> <span style=" font-weight:600;">Miles: </span>In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.</li><li> <span style=" font-weight:600;">Bearborg:</span> Lots of testing and feedback, plus the UI icons and some script object assets.</li><li> <span style=" font-weight:600;">Omega: </span>Script object assets.</li></ul>Check the <a href="http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki">Retro Modding Wiki</a> for file format documentation.</p><p>%APP_NAME% uses <span style=" font-weight:600;">Assimp</span> (Open Asset Import Library).<br/>Copyright © 2006-2015 assimp team<br/>All rights reserved.</p></body></html> + <html><head/><body><p><span style=" font-size:12pt; font-weight:600;">%APP_FULL_NAME%</span></p><p>%APP_NAME% is developed by <span style=" font-weight:600;">Aruki</span>.<br/>All the games it edits are developed by <span style=" font-weight:600;">Retro Studios</span> and published by <span style=" font-weight:600;">Nintendo</span>.</p><p>Special thanks to:</p><p><ul><li> The community at <span style=" font-weight:600;">Metroid2002</span> that contributed to reverse engineering the game and documenting its internals and file formats; in particular, <span style=" font-weight:600;">Antidote</span> and <span style=" font-weight:600;">jackoalan</span>, among others!</li><li> <span style=" font-weight:600;">Claris: </span>In addition to helping reverse engineer a few formats (in particular MLVL and MREA), also contributed greatly to putting together the script object templates and documenting object properties.</li><li> <span style=" font-weight:600;">Bearborg:</span> Lots of testing and feedback, plus the UI icons and some script object assets.</li><li> <span style=" font-weight:600;">Omega: </span>Script object assets.</li></ul>Check the <a href="http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki">Retro Modding Wiki</a> for file format documentation.</p><p>%APP_NAME% uses <span style=" font-weight:600;">Assimp</span> (Open Asset Import Library).<br/>Copyright © 2006-2015 assimp team<br/>All rights reserved.</p></body></html> true