PrimeWorldEditor/Scene/CCollisionNode.cpp

64 lines
1.5 KiB
C++

#include "CCollisionNode.h"
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Core/CRenderer.h>
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)
{
if (!mpCollision) return;
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
if (mSelected)
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
}
void CCollisionNode::Draw(ERenderOptions)
{
// 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();
mpCollision->Draw();
CDrawUtil::UseColorShader(CColor::skTransparentBlack);
mpCollision->DrawWireframe();
}
void CCollisionNode::DrawAsset(ERenderOptions, u32)
{
// Not using parameter 1 (ERenderOptions - Options)
// Not using parameter 2 (u32 - asset)
}
SRayIntersection CCollisionNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, ERenderOptions options)
{
// todo
SRayIntersection Result;
Result.Hit = false;
return Result;
}
void CCollisionNode::SetCollision(CCollisionMeshGroup *pCollision)
{
mpCollision = pCollision;
mCollisionToken = CToken(pCollision);
}