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https://github.com/AxioDL/PrimeWorldEditor.git
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Added a basic UI to change collision render settings, added the ability to color collision based on the surface type
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@@ -45,13 +45,72 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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for (u32 iMat = 0; iMat < pMesh->NumMaterials(); iMat++)
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{
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CDrawUtil::UseCollisionShader(BaseTint);
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SCollisionMaterial& rMat = pMesh->GetMaterial(iMat);
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if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HideMask) == rkViewInfo.CollisionSettings.HideMask)
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continue;
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CColor Tint = BaseTint;
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if (rkViewInfo.CollisionSettings.HighlightMask != 0 && (rMat.RawFlags & rkViewInfo.CollisionSettings.HighlightMask) == rkViewInfo.CollisionSettings.HighlightMask)
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Tint *= CColor::skRed;
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else if (mpCollision->Game() <= ePrime && rkViewInfo.CollisionSettings.DrawMode == eCDM_TintSurfaceType)
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{
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// Organic
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if (rMat.RawFlags & 0x00800000)
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Tint *= CColor::Integral(130, 130, 250); // Purple
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// Wood
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else if (rMat.RawFlags & 0x00400000)
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Tint *= CColor::Integral(190, 140, 105); // Brown
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// Sand
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else if (rMat.RawFlags & 0x00020000)
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Tint *= CColor::Integral(230, 200, 170); // Light Brown
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// Shield
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else if (rMat.RawFlags & 0x00010000)
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Tint *= CColor::Integral(250, 230, 60); // Yellow
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// Glass
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else if (rMat.RawFlags & 0x00008000)
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Tint *= CColor::Integral(20, 255, 190); // Greenish/Bluish
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// Snow
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else if (rMat.RawFlags & 0x00000800)
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Tint *= CColor::Integral(230, 255, 255); // *Very* light blue
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// Lava
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else if (rMat.RawFlags & 0x00000200)
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Tint *= CColor::Integral(200, 30, 30); // Red
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// Rock
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else if (rMat.RawFlags & 0x00000100)
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Tint *= CColor::Integral(150, 130, 120); // Brownish-gray
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// Phazon
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else if (rMat.RawFlags & 0x00000080)
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Tint *= CColor::Integral(0, 128, 255); // Blue
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// Metal Grating
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else if (rMat.RawFlags & 0x00000040)
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Tint *= CColor::Integral(170, 170, 170); // Gray
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// Ice
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else if (rMat.RawFlags & 0x00000010)
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Tint *= CColor::Integral(200, 255, 255); // Light blue
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// Grass
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else if (rMat.RawFlags & 0x00000008)
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Tint *= CColor::Integral(90, 150, 70); // Green
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// Metal
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else if (rMat.RawFlags & 0x00000004)
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Tint *= CColor::Integral(110, 110, 110); // Dark gray
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// Stone
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else if (rMat.RawFlags & 0x00000002)
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Tint *= CColor::Integral(220, 215, 160); // Brown/green ish
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}
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CDrawUtil::UseCollisionShader(Tint);
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pMesh->DrawMaterial(iMat);
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}
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}
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//CDrawUtil::UseColorShader(CColor::skTransparentBlack);
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//mpCollision->DrawWireframe();
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if (rkViewInfo.CollisionSettings.DrawWireframe)
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{
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CDrawUtil::UseColorShader(CColor::skTransparentBlack);
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mpCollision->DrawWireframe();
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}
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}
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SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*rkRay*/, u32 /*AssetID*/, const SViewInfo& /*rkViewInfo*/)
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