add modeltree component

This commit is contained in:
MihailRis
2024-07-01 22:09:52 +03:00
parent 824231bfd6
commit 8e08f79b54
5 changed files with 53 additions and 13 deletions
+20 -4
View File
@@ -9,6 +9,7 @@
#include "../graphics/core/Model.hpp"
#include "../maths/FrustumCulling.hpp"
#include "../objects/EntityDef.hpp"
#include "../objects/rigging.hpp"
#include "../logic/scripting/scripting.hpp"
#include <glm/ext/matrix_transform.hpp>
@@ -30,7 +31,16 @@ void Entity::destroy() {
Entities::Entities(Level* level) : level(level) {
}
entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos, dynamic::Value args) {
entityid_t Entities::spawn(
Assets* assets,
EntityDef& def,
glm::vec3 pos,
dynamic::Value args)
{
auto rig = assets->get<rigging::RigConfig>(def.rigName);
if (rig == nullptr) {
throw std::runtime_error("rig "+def.rigName+" not found");
}
auto entity = registry.create();
glm::vec3 size(1);
auto id = nextID++;
@@ -54,9 +64,12 @@ entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos, dynamic::Value args) {
}
}});
}
auto& scripting = registry.emplace<Scripting>(entity, entity_funcs_set {}, nullptr);
auto& scripting = registry.emplace<Scripting>(
entity, entity_funcs_set {}, nullptr);
entities[id] = entity;
scripting.env = scripting::on_entity_spawn(def, id, scripting.funcsset, std::move(args));
scripting.env = scripting::on_entity_spawn(
def, id, scripting.funcsset, std::move(args));
registry.emplace<rigging::Rig>(entity, rig->instance());
return id;
}
@@ -173,7 +186,10 @@ void Entities::renderDebug(LineBatch& batch, const Frustum& frustum) {
batch.box(hitbox.position, hitbox.halfsize * 2.0f, glm::vec4(1.0f));
for (auto& trigger : rigidbody.triggers) {
batch.box(trigger.calculated.center(), trigger.calculated.size(), glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
batch.box(
trigger.calculated.center(),
trigger.calculated.size(),
glm::vec4(1.0f, 1.0f, 0.0f, 1.0f));
}
}
}