mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-14 07:36:11 +00:00
Added support for loading and rendering skeletons, added character editor
This commit is contained in:
64
src/Core/Scene/CCharacterNode.cpp
Normal file
64
src/Core/Scene/CCharacterNode.cpp
Normal file
@@ -0,0 +1,64 @@
|
||||
#include "CCharacterNode.h"
|
||||
#include <Core/Render/CRenderer.h>
|
||||
|
||||
CCharacterNode::CCharacterNode(CScene *pScene, u32 NodeID, CAnimSet *pChar /*= 0*/, CSceneNode *pParent /*= 0*/)
|
||||
: CSceneNode(pScene, NodeID, pParent)
|
||||
{
|
||||
SetCharacter(pChar);
|
||||
}
|
||||
|
||||
ENodeType CCharacterNode::NodeType()
|
||||
{
|
||||
return eCharacterNode;
|
||||
}
|
||||
|
||||
void CCharacterNode::PostLoad()
|
||||
{
|
||||
if (mpCharacter)
|
||||
{
|
||||
for (u32 iChar = 0; iChar < mpCharacter->NumNodes(); iChar++)
|
||||
mpCharacter->NodeModel(iChar)->BufferGL();
|
||||
}
|
||||
}
|
||||
|
||||
void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& /*rkViewInfo*/)
|
||||
{
|
||||
if (!mpCharacter) return;
|
||||
|
||||
if (mpCharacter->NodeSkeleton(mActiveCharSet))
|
||||
{
|
||||
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
|
||||
}
|
||||
}
|
||||
|
||||
void CCharacterNode::Draw(FRenderOptions Options, int /*ComponentIndex*/, const SViewInfo& /*rkViewInfo*/)
|
||||
{
|
||||
CSkeleton *pSkel = mpCharacter->NodeSkeleton(mActiveCharSet);
|
||||
pSkel->Draw(Options);
|
||||
}
|
||||
|
||||
SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
|
||||
{
|
||||
// Not currently doing any ray checks on character nodes so don't care about this right now.
|
||||
return SRayIntersection();
|
||||
}
|
||||
|
||||
void CCharacterNode::SetCharacter(CAnimSet *pChar)
|
||||
{
|
||||
mpCharacter = pChar;
|
||||
SetActiveCharSet(0);
|
||||
|
||||
if (!mpCharacter)
|
||||
mLocalAABox = CAABox::skOne;
|
||||
}
|
||||
|
||||
void CCharacterNode::SetActiveCharSet(u32 CharIndex)
|
||||
{
|
||||
mActiveCharSet = CharIndex;
|
||||
|
||||
if (mpCharacter)
|
||||
{
|
||||
mLocalAABox = mpCharacter->NodeModel(CharIndex)->AABox();
|
||||
MarkTransformChanged();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user