begin work on mouse based level editing
This commit is contained in:
parent
00a4f37a33
commit
2898cfce76
@ -41,8 +41,6 @@ Level_Editor_Tab :: enum {
|
|||||||
};
|
};
|
||||||
|
|
||||||
current_tab : Level_Editor_Tab = .TOOLS;
|
current_tab : Level_Editor_Tab = .TOOLS;
|
||||||
current_trile : *Trile = null;
|
|
||||||
|
|
||||||
get_level_editor_camera :: () -> Camera {
|
get_level_editor_camera :: () -> Camera {
|
||||||
camera: Camera;
|
camera: Camera;
|
||||||
camera.near = 0.1;
|
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
|
#scope_export
|
||||||
|
|
||||||
add_trile :: (name: string, x: float, y: float, z: float) {
|
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 {
|
for world.positions {
|
||||||
if it.trileName == name {
|
if it.trileName == name {
|
||||||
array_add(*it.positions, Vector4.{x,y,z,1});
|
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);
|
array_add(*world.positions, poses);
|
||||||
} @Command
|
} @Command
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
tick_level_editor :: () {
|
tick_level_editor :: () {
|
||||||
tick_level_editor_camera();
|
tick_level_editor_camera();
|
||||||
ray := get_mouse_ray(*get_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 :: () {
|
draw_level_editor :: () {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user