Set up game-neutral collision materials; Jump Not Allowed flag now flags that surface as unstandable; other minor fixes

This commit is contained in:
parax0 2017-01-11 06:29:30 -07:00
parent be40dfdf02
commit 08dee84367
13 changed files with 255 additions and 85 deletions

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@ -15,6 +15,9 @@ layout(std140) uniform MVPBlock
mat4 ProjMtx; mat4 ProjMtx;
}; };
uniform bool IsFloor;
uniform bool IsUnstandable;
// Main // Main
void main() void main()
{ {
@ -31,4 +34,9 @@ void main()
float Alpha = (-LightDot + 1.0) / 2; float Alpha = (-LightDot + 1.0) / 2;
float LightAlpha = mix(kLightColorMin, kLightColorMax, Alpha); float LightAlpha = mix(kLightColorMin, kLightColorMax, Alpha);
LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0); 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;
} }

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@ -196,7 +196,8 @@ HEADERS += \
Resource/Factory/CSkinLoader.h \ Resource/Factory/CSkinLoader.h \
Render/EDepthGroup.h \ Render/EDepthGroup.h \
Scene/CScriptAttachNode.h \ Scene/CScriptAttachNode.h \
ScriptExtra/CSandwormExtra.h ScriptExtra/CSandwormExtra.h \
Resource/CCollisionMaterial.h
# Source Files # Source Files
SOURCES += \ SOURCES += \
@ -283,4 +284,5 @@ SOURCES += \
Resource/Factory/CSkinLoader.cpp \ Resource/Factory/CSkinLoader.cpp \
Resource/Model/EVertexAttribute.cpp \ Resource/Model/EVertexAttribute.cpp \
Scene/CScriptAttachNode.cpp \ Scene/CScriptAttachNode.cpp \
ScriptExtra/CSandwormExtra.cpp ScriptExtra/CSandwormExtra.cpp \
Resource/CCollisionMaterial.cpp

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@ -329,14 +329,23 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
CMaterial::KillCachedMaterial(); CMaterial::KillCachedMaterial();
} }
void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/) void CDrawUtil::UseCollisionShader(bool IsFloor, bool IsUnstandable, const CColor& TintColor /*= CColor::skWhite*/)
{ {
Init(); Init();
mpCollisionShader->SetCurrent(); 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"); static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A); 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(); CMaterial::KillCachedMaterial();
} }

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@ -89,7 +89,7 @@ public:
static void UseColorShaderLighting(const CColor& Color); static void UseColorShaderLighting(const CColor& Color);
static void UseTextureShader(); static void UseTextureShader();
static void UseTextureShader(const CColor& TintColor); 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 CShader* GetTextShader();
static void LoadCheckerboardTexture(u32 GLTextureUnit); static void LoadCheckerboardTexture(u32 GLTextureUnit);

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@ -6,21 +6,24 @@
#include <Math/CMatrix4f.h> #include <Math/CMatrix4f.h>
#include <Math/CRay.h> #include <Math/CRay.h>
enum ECollisionDrawMode
{
eCDM_Default,
eCDM_TintSurfaceType
};
struct SCollisionRenderSettings struct SCollisionRenderSettings
{ {
ECollisionDrawMode DrawMode;
u64 HighlightMask; u64 HighlightMask;
u64 HideMask; u64 HideMask;
bool DrawWireframe; bool DrawWireframe;
bool DrawBackfaces;
bool DrawAreaCollisionBounds;
bool TintWithSurfaceColor;
bool TintUnwalkableTris;
SCollisionRenderSettings() 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 struct SViewInfo

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@ -0,0 +1,66 @@
#include "CCollisionMaterial.h"
#include "EGame.h"
#include <map>
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<ECollisionFlag, CColor> 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);
}

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@ -0,0 +1,64 @@
#ifndef CCOLLISIONMATERIAL
#define CCOLLISIONMATERIAL
#include "EGame.h"
#include <Common/CColor.h>
#include <Common/Flags.h>
// 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<ECollisionFlag>
{
friend class CCollisionLoader;
u64 mRawFlags;
public:
ECollisionFlag SurfaceType(EGame Game) const;
CColor SurfaceColor(EGame Game) const;
inline u64 RawFlags() const { return mRawFlags; }
};
#endif // CCOLLISIONMATERIAL

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@ -73,7 +73,7 @@ void CCollisionMesh::BufferGL()
Verts[2] = pLineB->Vertices[1]; Verts[2] = pLineB->Vertices[1];
// Some faces have a property that indicates they need to be inverted // 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]; u16 V0 = Verts[0];
Verts[0] = Verts[2]; Verts[0] = Verts[2];

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@ -1,22 +1,12 @@
#ifndef CCOLLISIONMESH_H #ifndef CCOLLISIONMESH_H
#define CCOLLISIONMESH_H #define CCOLLISIONMESH_H
#include "CCollisionMaterial.h"
#include "CResource.h" #include "CResource.h"
#include "Core/OpenGL/CVertexBuffer.h" #include "Core/OpenGL/CVertexBuffer.h"
#include "Core/OpenGL/CIndexBuffer.h" #include "Core/OpenGL/CIndexBuffer.h"
#include <Math/CAABox.h> #include <Math/CAABox.h>
struct SCollisionMaterial
{
// todo: figure out what the other properties are
u64 RawFlags;
bool AiWalkThru;
bool FlippedTri;
bool ShootThru;
bool CameraThru;
bool Solid;
};
class CCollisionMesh class CCollisionMesh
{ {
friend class CCollisionLoader; friend class CCollisionLoader;
@ -71,7 +61,7 @@ class CCollisionMesh
CAABox mAABox; CAABox mAABox;
CCollisionOctree *mpOctree; CCollisionOctree *mpOctree;
std::vector<SCollisionMaterial> mMaterials; std::vector<CCollisionMaterial> mMaterials;
std::vector<CCollisionVertex> mCollisionVertices; std::vector<CCollisionVertex> mCollisionVertices;
std::vector<CCollisionLine> mCollisionLines; std::vector<CCollisionLine> mCollisionLines;
std::vector<CCollisionFace> mCollisionFaces; std::vector<CCollisionFace> mCollisionFaces;
@ -92,7 +82,8 @@ public:
void DrawWireframe(); void DrawWireframe();
inline u32 NumMaterials() const { return mMaterials.size(); } 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 #endif // CCOLLISIONMESH_H

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@ -38,24 +38,74 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc) 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(); if (RawFlags & 0x00000001) Material |= eCF_Unknown;
Material.FlippedTri = (Material.RawFlags >> 25) & 0x1; 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(); if (RawFlags & 0x00000001) Material |= eCF_Unknown;
Material.FlippedTri = (Material.RawFlags >> 24) & 0x1; 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) else if (mVersion == eReturns)
{ {
Material.RawFlags = rSrc.ReadLongLong(); if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
Material.FlippedTri = (Material.RawFlags >> 28) & 0x1;
} }
mpMesh->mMaterials.push_back(Material); mpMesh->mMaterials.push_back(Material);

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@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32&
for (auto it = mAssets.begin(); it != mAssets.end(); it++) for (auto it = mAssets.begin(); it != mAssets.end(); it++)
{ {
if (it->AssetType == SEditorAsset::eCollision) continue;
CResource *pRes = nullptr; CResource *pRes = nullptr;
// File // File

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@ -37,6 +37,13 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(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); CColor BaseTint = TintColor(rkViewInfo);
for (u32 iMesh = 0; iMesh < mpCollision->NumMeshes(); iMesh++) 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++) 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; continue;
CColor Tint = BaseTint; 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; Tint *= CColor::skRed;
else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType) else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
{ Tint *= rMat.SurfaceColor(CollisionGame);
// 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
}
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); pMesh->DrawMaterial(iMat);
} }
} }
@ -111,6 +77,16 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
CDrawUtil::UseColorShader(CColor::skTransparentBlack); CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe(); 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*/) SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)

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@ -17,7 +17,7 @@
<item> <item>
<widget class="QLabel" name="AboutLabel"> <widget class="QLabel" name="AboutLabel">
<property name="text"> <property name="text">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-size:12pt; font-weight:600;&quot;&gt;%APP_FULL_NAME%&lt;/span&gt;&lt;/p&gt;&lt;p&gt;%APP_NAME% is developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Parax&lt;/span&gt;.&lt;br/&gt;All the games it edits are developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Retro Studios&lt;/span&gt; and published by &lt;span style=&quot; font-weight:600;&quot;&gt;Nintendo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Special thanks to:&lt;/p&gt;&lt;p&gt;&lt;ul&gt;&lt;li&gt; The community at &lt;span style=&quot; font-weight:600;&quot;&gt;Metroid2002&lt;/span&gt; that contributed to reverse engineering the game and documenting its internals and file formats; in particular, &lt;span style=&quot; font-weight:600;&quot;&gt;Antidote&lt;/span&gt; and &lt;span style=&quot; font-weight:600;&quot;&gt;jackoalan&lt;/span&gt;, among others!&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Miles: &lt;/span&gt;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.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Bearborg:&lt;/span&gt; Lots of testing and feedback, plus the UI icons and some script object assets.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Omega: &lt;/span&gt;Script object assets.&lt;/li&gt;&lt;/ul&gt;Check the &lt;a href=&quot;http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki&quot;&gt;Retro Modding Wiki&lt;/a&gt; for file format documentation.&lt;/p&gt;&lt;p&gt;%APP_NAME% uses &lt;span style=&quot; font-weight:600;&quot;&gt;Assimp&lt;/span&gt; (Open Asset Import Library).&lt;br/&gt;Copyright © 2006-2015 assimp team&lt;br/&gt;All rights reserved.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string> <string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;&lt;span style=&quot; font-size:12pt; font-weight:600;&quot;&gt;%APP_FULL_NAME%&lt;/span&gt;&lt;/p&gt;&lt;p&gt;%APP_NAME% is developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Aruki&lt;/span&gt;.&lt;br/&gt;All the games it edits are developed by &lt;span style=&quot; font-weight:600;&quot;&gt;Retro Studios&lt;/span&gt; and published by &lt;span style=&quot; font-weight:600;&quot;&gt;Nintendo&lt;/span&gt;.&lt;/p&gt;&lt;p&gt;Special thanks to:&lt;/p&gt;&lt;p&gt;&lt;ul&gt;&lt;li&gt; The community at &lt;span style=&quot; font-weight:600;&quot;&gt;Metroid2002&lt;/span&gt; that contributed to reverse engineering the game and documenting its internals and file formats; in particular, &lt;span style=&quot; font-weight:600;&quot;&gt;Antidote&lt;/span&gt; and &lt;span style=&quot; font-weight:600;&quot;&gt;jackoalan&lt;/span&gt;, among others!&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Claris: &lt;/span&gt;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.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Bearborg:&lt;/span&gt; Lots of testing and feedback, plus the UI icons and some script object assets.&lt;/li&gt;&lt;li&gt; &lt;span style=&quot; font-weight:600;&quot;&gt;Omega: &lt;/span&gt;Script object assets.&lt;/li&gt;&lt;/ul&gt;Check the &lt;a href=&quot;http://www.metroid2002.com/retromodding/wiki/Retro_Modding_Wiki&quot;&gt;Retro Modding Wiki&lt;/a&gt; for file format documentation.&lt;/p&gt;&lt;p&gt;%APP_NAME% uses &lt;span style=&quot; font-weight:600;&quot;&gt;Assimp&lt;/span&gt; (Open Asset Import Library).&lt;br/&gt;Copyright © 2006-2015 assimp team&lt;br/&gt;All rights reserved.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
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