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https://github.com/AxioDL/PrimeWorldEditor.git
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Added a couple more collision view features; set up a proper UI for changing collision render settings
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@@ -54,7 +54,10 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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{
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CCollisionMaterial& 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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if (rkViewInfo.CollisionSettings.HideMaterial & rMat)
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continue;
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if (rkViewInfo.CollisionSettings.HideMask != 0 && (rMat.RawFlags() & rkViewInfo.CollisionSettings.HideMask) != 0)
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continue;
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CColor Tint = BaseTint;
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@@ -65,17 +68,14 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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else if (CollisionGame != eReturns && rkViewInfo.CollisionSettings.TintWithSurfaceColor)
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Tint *= rMat.SurfaceColor(CollisionGame);
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bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true);
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bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false);
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bool IsFloor = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_Floor) : true) || CollisionGame == eReturns;
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bool IsUnstandable = (rkViewInfo.CollisionSettings.TintUnwalkableTris ? rMat.HasFlag(eCF_JumpNotAllowed) : false) && CollisionGame != eReturns;
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CDrawUtil::UseCollisionShader(IsFloor, IsUnstandable, Tint);
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pMesh->DrawMaterial(iMat);
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}
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}
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pMesh->DrawMaterial(iMat, false);
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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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if (rkViewInfo.CollisionSettings.DrawWireframe)
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pMesh->DrawMaterial(iMat, true);
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}
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}
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// Restore backface culling setting
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@@ -85,7 +85,7 @@ void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, ER
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// Draw collision bounds for area collision
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// note: right now checking parent is the best way to check whether this node is area collision instead of actor collision
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// actor collision will have a script node parent whereas area collision will have a root node parent
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if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode)
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if (rkViewInfo.CollisionSettings.DrawAreaCollisionBounds && Parent()->NodeType() == eRootNode && CollisionGame != eReturns)
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CDrawUtil::DrawWireCube( mpCollision->MeshByIndex(0)->BoundingBox(), CColor::skRed );
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}
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