begin work on mouse based level editing

This commit is contained in:
Tuomas Katajisto 2025-09-15 22:20:04 +03:00
parent 00a4f37a33
commit 2898cfce76

View File

@ -41,8 +41,6 @@ Level_Editor_Tab :: enum {
};
current_tab : Level_Editor_Tab = .TOOLS;
current_trile : *Trile = null;
get_level_editor_camera :: () -> Camera {
camera: Camera;
camera.near = 0.1;
@ -198,9 +196,32 @@ draw_tacoma_tab :: (theme: *GR.Overall_Theme, total_r: GR.Rect) {
}
}
handle_tool_click :: (x: int, y: int, z: int) {
if editor_current_trile != null then add_trile(editor_current_trile.name, cast(float)x, cast(float)y, cast(float)z);
}
#scope_export
add_trile :: (name: string, x: float, y: float, z: float) {
loose_float_comp :: (a: float, b: float) -> bool {
return abs(a-b) < 0.001;
}
// Check if the position is already occupied. @ToDo: we would probably like to
// have some acceleration structure like a hashmap to speed up this check when
// we are checking for collisions.
for world.positions {
for v, idx: it.positions {
if loose_float_comp(v.x, x)
&& loose_float_comp(v.y, y)
&& loose_float_comp(v.z, z) {
array_unordered_remove_by_index(*it.positions, idx);
break;
}
}
}
for world.positions {
if it.trileName == name {
array_add(*it.positions, Vector4.{x,y,z,1});
@ -215,10 +236,15 @@ add_trile :: (name: string, x: float, y: float, z: float) {
array_add(*world.positions, poses);
} @Command
tick_level_editor :: () {
tick_level_editor_camera();
ray := get_mouse_ray(*get_level_editor_camera());
print("Collison point %\n", ray_plane_collision_point(ray, 0));
hit, point := ray_plane_collision_point(ray, 0.0);
if hit && input_button_states[Key_Code.MOUSE_BUTTON_LEFT] & .START {
handle_tool_click(xx floor(point.x), 0, xx floor(point.y));
}
}
draw_level_editor :: () {