#include "CCollisionNode.h" #include #include #include CCollisionNode::CCollisionNode(CSceneManager *pScene, CSceneNode *pParent, CCollisionMeshGroup *pCollision) : CSceneNode(pScene, pParent) { SetCollision(pCollision); SetName("Collision"); } ENodeType CCollisionNode::NodeType() { return eCollisionNode; } void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo) { if (!mpCollision) return; if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return; if (ViewInfo.GameMode) return; pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh); if (mSelected) pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection); } void CCollisionNode::Draw(ERenderOptions, const SViewInfo& ViewInfo) { // Not using parameter 1 (ERenderOptions - Options) if (!mpCollision) return; LoadModelMatrix(); glBlendFunc(GL_ONE, GL_ZERO); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); CDrawUtil::UseCollisionShader(TintColor(ViewInfo)); mpCollision->Draw(); CDrawUtil::UseColorShader(CColor::skTransparentBlack); mpCollision->DrawWireframe(); } SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay& /*Ray*/, u32 /*AssetID*/, const SViewInfo& /*ViewInfo*/) { // todo SRayIntersection Result; Result.Hit = false; return Result; } void CCollisionNode::SetCollision(CCollisionMeshGroup *pCollision) { mpCollision = pCollision; mCollisionToken = CToken(pCollision); }