Scene loading/saving improvements, transform gizmo, entity creation
This commit is contained in:
@@ -13,6 +13,32 @@ GAME_NAME :: "OCT24";
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:248.
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//
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init_scene :: (scene: *Scene) {
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scene.by_type._Block.allocator = scene.allocator;scene.by_type._Character.allocator = scene.allocator;scene.by_type._Item.allocator = scene.allocator;
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:260.
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//
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editor_ui_entity_creation :: () -> *Entity {
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if ui_clickable_label("New Block") return new_block();if ui_clickable_label("New Character") return new_character();if ui_clickable_label("New Item") return new_item();
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return null;
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:271.
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//
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delete_entity :: (e: *Entity) {
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if e.type == {
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case Block; bucket_array_remove(*e.scene.by_type._Block, e._locator); case Character; bucket_array_remove(*e.scene.by_type._Character, e._locator); case Item; bucket_array_remove(*e.scene.by_type._Item, e._locator);
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}
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:282.
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//
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serialize_entity :: (e: *Entity, path: string) {
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builder: String_Builder;
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builder.allocator = temp;
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@@ -28,9 +54,9 @@ serialize_entity :: (e: *Entity, path: string) {
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:259.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:293.
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//
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deserialize_entity :: (scene: *Scene, path: string) -> *Entity {
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deserialize_entity :: (scene: *Scene, id: Entity_Id, path: string) -> *Entity {
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content := File.read_entire_file(path);
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if content.count == 0 return null;
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@@ -44,9 +70,9 @@ deserialize_entity :: (scene: *Scene, path: string) -> *Entity {
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type := trim(first_line[1], " \n\r");
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if type == {
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case "Block"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Block); p._locator = locator; e = p; register_entity(scene, p); init_entity(p); deserialize_entity(scene, lines, cast(*Block)e); update_matrix(*e.transform);
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case "Character"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Character); p._locator = locator; e = p; register_entity(scene, p); init_entity(p); deserialize_entity(scene, lines, cast(*Character)e); update_matrix(*e.transform);
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case "Item"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Item); p._locator = locator; e = p; register_entity(scene, p); init_entity(p); deserialize_entity(scene, lines, cast(*Item)e); update_matrix(*e.transform);
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case "Block"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Block); p._locator = locator; e = p; register_entity(scene, p, id); init_entity(p); deserialize_entity(scene, lines, cast(*Block)e); update_matrix(*e.transform);
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case "Character"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Character); p._locator = locator; e = p; register_entity(scene, p, id); init_entity(p); deserialize_entity(scene, lines, cast(*Character)e); update_matrix(*e.transform);
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case "Item"; p, locator := find_and_occupy_empty_slot(*scene.by_type._Item); p._locator = locator; e = p; register_entity(scene, p, id); init_entity(p); deserialize_entity(scene, lines, cast(*Item)e); update_matrix(*e.transform);
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}
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@@ -54,7 +80,7 @@ deserialize_entity :: (scene: *Scene, path: string) -> *Entity {
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:268.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:303.
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//
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new_block :: (scene: *Scene = null) -> *Block { _scene := scene;
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if _scene == null {
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@@ -70,70 +96,7 @@ _scene = engine.current_scene; }
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p, locator := find_and_occupy_empty_slot(*_scene.by_type._Item); p._locator = locator; register_entity(_scene, p); p.transform = create_identity_transform(); init_entity(p); return p; }
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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//
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serialize_entity :: (e: *Item, builder: *String_Builder) {
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print_to_builder(builder, "type: Item\n");
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print_to_builder(builder, "entity.enabled: %\n", e.entity.enabled);
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print_to_builder(builder, "entity.flags: %\n", e.entity.flags);
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print_to_builder(builder, "entity.transform.position.x: %\n", e.entity.transform.position.x);
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print_to_builder(builder, "entity.transform.position.y: %\n", e.entity.transform.position.y);
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print_to_builder(builder, "entity.transform.position.z: %\n", e.entity.transform.position.z);
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print_to_builder(builder, "entity.transform.orientation.x: %\n", e.entity.transform.orientation.x);
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print_to_builder(builder, "entity.transform.orientation.y: %\n", e.entity.transform.orientation.y);
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print_to_builder(builder, "entity.transform.orientation.z: %\n", e.entity.transform.orientation.z);
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print_to_builder(builder, "entity.transform.orientation.w: %\n", e.entity.transform.orientation.w);
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print_to_builder(builder, "entity.transform.scale.x: %\n", e.entity.transform.scale.x);
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print_to_builder(builder, "entity.transform.scale.y: %\n", e.entity.transform.scale.y);
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print_to_builder(builder, "entity.transform.scale.z: %\n", e.entity.transform.scale.z);
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print_to_builder(builder, "entity.snap_offset.x: %\n", e.entity.snap_offset.x);
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print_to_builder(builder, "entity.snap_offset.y: %\n", e.entity.snap_offset.y);
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print_to_builder(builder, "entity.snap_offset.z: %\n", e.entity.snap_offset.z);
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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//
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deserialize_entity :: (scene: *Scene, lines: [] string, e: *Item) {
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for line: lines {
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values := split(line, ":");
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if values.count == 2 {
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if trim(values[0], " ") == {
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case "entity.enabled";
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scan2(values[1], "%", *e.entity.enabled);
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case "entity.transform.position.x";
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scan2(values[1], "%", *e.entity.transform.position.x);
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case "entity.transform.position.y";
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scan2(values[1], "%", *e.entity.transform.position.y);
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case "entity.transform.position.z";
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scan2(values[1], "%", *e.entity.transform.position.z);
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case "entity.transform.orientation.x";
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scan2(values[1], "%", *e.entity.transform.orientation.x);
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case "entity.transform.orientation.y";
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scan2(values[1], "%", *e.entity.transform.orientation.y);
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case "entity.transform.orientation.z";
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scan2(values[1], "%", *e.entity.transform.orientation.z);
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case "entity.transform.orientation.w";
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scan2(values[1], "%", *e.entity.transform.orientation.w);
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case "entity.transform.scale.x";
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scan2(values[1], "%", *e.entity.transform.scale.x);
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case "entity.transform.scale.y";
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scan2(values[1], "%", *e.entity.transform.scale.y);
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case "entity.transform.scale.z";
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scan2(values[1], "%", *e.entity.transform.scale.z);
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case "entity.snap_offset.x";
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scan2(values[1], "%", *e.entity.snap_offset.x);
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case "entity.snap_offset.y";
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scan2(values[1], "%", *e.entity.snap_offset.y);
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case "entity.snap_offset.z";
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scan2(values[1], "%", *e.entity.snap_offset.z);
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}
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}
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}
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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serialize_entity :: (e: *Block, builder: *String_Builder) {
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print_to_builder(builder, "type: Block\n");
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@@ -152,12 +115,15 @@ serialize_entity :: (e: *Block, builder: *String_Builder) {
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print_to_builder(builder, "entity.snap_offset.x: %\n", e.entity.snap_offset.x);
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print_to_builder(builder, "entity.snap_offset.y: %\n", e.entity.snap_offset.y);
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print_to_builder(builder, "entity.snap_offset.z: %\n", e.entity.snap_offset.z);
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print_to_builder(builder, "entity.snap_intervals.x: %\n", e.entity.snap_intervals.x);
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print_to_builder(builder, "entity.snap_intervals.y: %\n", e.entity.snap_intervals.y);
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print_to_builder(builder, "entity.snap_intervals.z: %\n", e.entity.snap_intervals.z);
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print_to_builder(builder, "block_type: %\n", e.block_type);
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print_to_builder(builder, "debug_id: %\n", e.debug_id);
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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deserialize_entity :: (scene: *Scene, lines: [] string, e: *Block) {
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for line: lines {
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@@ -192,6 +158,12 @@ deserialize_entity :: (scene: *Scene, lines: [] string, e: *Block) {
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scan2(values[1], "%", *e.entity.snap_offset.y);
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case "entity.snap_offset.z";
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scan2(values[1], "%", *e.entity.snap_offset.z);
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case "entity.snap_intervals.x";
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scan2(values[1], "%", *e.entity.snap_intervals.x);
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case "entity.snap_intervals.y";
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scan2(values[1], "%", *e.entity.snap_intervals.y);
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case "entity.snap_intervals.z";
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scan2(values[1], "%", *e.entity.snap_intervals.z);
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case "debug_id";
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scan2(values[1], "%", *e.debug_id);
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}
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@@ -200,7 +172,7 @@ deserialize_entity :: (scene: *Scene, lines: [] string, e: *Block) {
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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serialize_entity :: (e: *Character, builder: *String_Builder) {
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print_to_builder(builder, "type: Character\n");
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@@ -219,6 +191,9 @@ serialize_entity :: (e: *Character, builder: *String_Builder) {
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print_to_builder(builder, "entity.snap_offset.x: %\n", e.entity.snap_offset.x);
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print_to_builder(builder, "entity.snap_offset.y: %\n", e.entity.snap_offset.y);
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print_to_builder(builder, "entity.snap_offset.z: %\n", e.entity.snap_offset.z);
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print_to_builder(builder, "entity.snap_intervals.x: %\n", e.entity.snap_intervals.x);
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print_to_builder(builder, "entity.snap_intervals.y: %\n", e.entity.snap_intervals.y);
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print_to_builder(builder, "entity.snap_intervals.z: %\n", e.entity.snap_intervals.z);
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print_to_builder(builder, "look_direction.x: %\n", e.look_direction.x);
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print_to_builder(builder, "look_direction.y: %\n", e.look_direction.y);
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print_to_builder(builder, "look_direction.z: %\n", e.look_direction.z);
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@@ -236,7 +211,7 @@ serialize_entity :: (e: *Character, builder: *String_Builder) {
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:272.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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deserialize_entity :: (scene: *Scene, lines: [] string, e: *Character) {
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for line: lines {
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@@ -271,6 +246,12 @@ deserialize_entity :: (scene: *Scene, lines: [] string, e: *Character) {
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scan2(values[1], "%", *e.entity.snap_offset.y);
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case "entity.snap_offset.z";
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scan2(values[1], "%", *e.entity.snap_offset.z);
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case "entity.snap_intervals.x";
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scan2(values[1], "%", *e.entity.snap_intervals.x);
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case "entity.snap_intervals.y";
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scan2(values[1], "%", *e.entity.snap_intervals.y);
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case "entity.snap_intervals.z";
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scan2(values[1], "%", *e.entity.snap_intervals.z);
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case "look_direction.x";
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scan2(values[1], "%", *e.look_direction.x);
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case "look_direction.y";
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@@ -305,7 +286,79 @@ deserialize_entity :: (scene: *Scene, lines: [] string, e: *Character) {
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:280.
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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serialize_entity :: (e: *Item, builder: *String_Builder) {
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print_to_builder(builder, "type: Item\n");
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print_to_builder(builder, "entity.enabled: %\n", e.entity.enabled);
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print_to_builder(builder, "entity.flags: %\n", e.entity.flags);
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print_to_builder(builder, "entity.transform.position.x: %\n", e.entity.transform.position.x);
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print_to_builder(builder, "entity.transform.position.y: %\n", e.entity.transform.position.y);
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print_to_builder(builder, "entity.transform.position.z: %\n", e.entity.transform.position.z);
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print_to_builder(builder, "entity.transform.orientation.x: %\n", e.entity.transform.orientation.x);
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print_to_builder(builder, "entity.transform.orientation.y: %\n", e.entity.transform.orientation.y);
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print_to_builder(builder, "entity.transform.orientation.z: %\n", e.entity.transform.orientation.z);
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print_to_builder(builder, "entity.transform.orientation.w: %\n", e.entity.transform.orientation.w);
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print_to_builder(builder, "entity.transform.scale.x: %\n", e.entity.transform.scale.x);
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print_to_builder(builder, "entity.transform.scale.y: %\n", e.entity.transform.scale.y);
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print_to_builder(builder, "entity.transform.scale.z: %\n", e.entity.transform.scale.z);
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print_to_builder(builder, "entity.snap_offset.x: %\n", e.entity.snap_offset.x);
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print_to_builder(builder, "entity.snap_offset.y: %\n", e.entity.snap_offset.y);
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print_to_builder(builder, "entity.snap_offset.z: %\n", e.entity.snap_offset.z);
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print_to_builder(builder, "entity.snap_intervals.x: %\n", e.entity.snap_intervals.x);
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print_to_builder(builder, "entity.snap_intervals.y: %\n", e.entity.snap_intervals.y);
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print_to_builder(builder, "entity.snap_intervals.z: %\n", e.entity.snap_intervals.z);
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:307.
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//
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deserialize_entity :: (scene: *Scene, lines: [] string, e: *Item) {
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for line: lines {
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values := split(line, ":");
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if values.count == 2 {
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if trim(values[0], " ") == {
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case "entity.enabled";
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scan2(values[1], "%", *e.entity.enabled);
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case "entity.transform.position.x";
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scan2(values[1], "%", *e.entity.transform.position.x);
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case "entity.transform.position.y";
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scan2(values[1], "%", *e.entity.transform.position.y);
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case "entity.transform.position.z";
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scan2(values[1], "%", *e.entity.transform.position.z);
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case "entity.transform.orientation.x";
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scan2(values[1], "%", *e.entity.transform.orientation.x);
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case "entity.transform.orientation.y";
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scan2(values[1], "%", *e.entity.transform.orientation.y);
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case "entity.transform.orientation.z";
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scan2(values[1], "%", *e.entity.transform.orientation.z);
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case "entity.transform.orientation.w";
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scan2(values[1], "%", *e.entity.transform.orientation.w);
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case "entity.transform.scale.x";
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scan2(values[1], "%", *e.entity.transform.scale.x);
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case "entity.transform.scale.y";
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scan2(values[1], "%", *e.entity.transform.scale.y);
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case "entity.transform.scale.z";
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scan2(values[1], "%", *e.entity.transform.scale.z);
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case "entity.snap_offset.x";
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scan2(values[1], "%", *e.entity.snap_offset.x);
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case "entity.snap_offset.y";
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scan2(values[1], "%", *e.entity.snap_offset.y);
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case "entity.snap_offset.z";
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scan2(values[1], "%", *e.entity.snap_offset.z);
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case "entity.snap_intervals.x";
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scan2(values[1], "%", *e.entity.snap_intervals.x);
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case "entity.snap_intervals.y";
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scan2(values[1], "%", *e.entity.snap_intervals.y);
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case "entity.snap_intervals.z";
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scan2(values[1], "%", *e.entity.snap_intervals.z);
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}
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}
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}
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}
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//
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// String added via add_build_string() from c:/Personal/games/onegameamonth/oct24/modules/Coven/metaprogram.jai:315.
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//
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// NUM_ENTITY_TYPES tells the target program how many entity types there are.
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BIN
assets/models/rotation_gizmo.fbx
Normal file
BIN
assets/models/rotation_gizmo.fbx
Normal file
Binary file not shown.
BIN
assets/models/scale_gizmo.fbx
Normal file
BIN
assets/models/scale_gizmo.fbx
Normal file
Binary file not shown.
BIN
assets/models/translation_arrow.fbx
Normal file
BIN
assets/models/translation_arrow.fbx
Normal file
Binary file not shown.
BIN
assets/textures/ui_icons/play.png
Normal file
BIN
assets/textures/ui_icons/play.png
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After Width: | Height: | Size: 5.5 KiB |
BIN
assets/textures/ui_icons/stop.png
Normal file
BIN
assets/textures/ui_icons/stop.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 2.8 KiB |
@@ -1,6 +1,6 @@
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Entity_Id :: #type, isa s64;
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Entity_Flags :: enum_flags u8 {
|
||||
Entity_Flags :: enum_flags u16 {
|
||||
NONE;
|
||||
RENDERABLE;
|
||||
COLLISION;
|
||||
@@ -10,6 +10,9 @@ Entity_Flags :: enum_flags u8 {
|
||||
|
||||
ANIMATED;
|
||||
|
||||
SNAP_TO_GRID;
|
||||
UNIFORM_SCALE;
|
||||
|
||||
DONT_SAVE;
|
||||
}
|
||||
|
||||
@@ -66,6 +69,7 @@ Entity :: struct {
|
||||
transform: Transform;
|
||||
|
||||
snap_offset: Vector3;
|
||||
snap_intervals: Vector3;
|
||||
|
||||
renderable: Renderable; @DontSerialize
|
||||
animator: Animator; @DontSerialize
|
||||
@@ -182,9 +186,8 @@ destroy_entity :: (e: *Entity, remove_from_scene: bool = true) {
|
||||
}
|
||||
|
||||
if remove_from_scene {
|
||||
array_unordered_remove_by_value(*game_state.engine.current_scene.entities, e);
|
||||
if e.type == {
|
||||
case Block; bucket_array_remove(*game_state.engine.current_scene.by_type._Block, e._locator);
|
||||
}
|
||||
array_unordered_remove_by_value(*engine.current_scene.entities, e);
|
||||
|
||||
delete_entity(e);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#load "../renderer/directional_light.jai";
|
||||
#load "particles.jai";
|
||||
|
||||
#placeholder init_scene;
|
||||
#placeholder Entity_Storage;
|
||||
#placeholder delete_entity;
|
||||
#placeholder serialize_entity;
|
||||
#placeholder deserialize_entity;
|
||||
|
||||
@@ -26,7 +28,7 @@ Scene :: struct {
|
||||
}
|
||||
|
||||
Entity_File_Info :: struct {
|
||||
id: s64;
|
||||
id: Entity_Id;
|
||||
full_path: string;
|
||||
}
|
||||
|
||||
@@ -38,28 +40,40 @@ visitor :: (info : *File_Visit_Info, files: *[..] Entity_File_Info) {
|
||||
// Entity text files
|
||||
if ext == "ent" && basename != "cam" {
|
||||
file_info : Entity_File_Info;
|
||||
file_info.id = cast(s32)string_to_int(basename);
|
||||
file_info.id = cast(Entity_Id)string_to_int(basename);
|
||||
file_info.full_path = copy_temporary_string(info.full_name);
|
||||
array_add(files, file_info);
|
||||
}
|
||||
}
|
||||
|
||||
load_scene :: (path: string) -> *Scene {
|
||||
split_path := split(path, "/");
|
||||
name := split_path[split_path.count-1];
|
||||
load_scene :: (name: string) -> *Scene {
|
||||
scene := create_scene(name, 1024);
|
||||
path := tprint("../assets/scenes/%", name);
|
||||
|
||||
files : [..] Entity_File_Info;
|
||||
files.allocator = temp;
|
||||
visit_files(path, true, *files, visitor);
|
||||
|
||||
for file: files {
|
||||
deserialize_entity(scene, file.full_path);
|
||||
deserialize_entity(scene, file.id, file.full_path);
|
||||
}
|
||||
|
||||
|
||||
calculate_aabbs(scene);
|
||||
make_sure_nothing_collides(scene);
|
||||
|
||||
if engine.procs.on_scene_loaded != null {
|
||||
engine.procs.on_scene_loaded(scene, engine.mode);
|
||||
}
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
save_scene :: (scene: *Scene) {
|
||||
path := "../assets/scenes/";
|
||||
save_scene(scene, path);
|
||||
}
|
||||
|
||||
save_scene :: (scene: *Scene, path: string) {
|
||||
builder : String_Builder;
|
||||
builder.allocator = temp;
|
||||
@@ -85,10 +99,17 @@ unload_scene :: (scene: *Scene) {
|
||||
destroy_entity(e, false);
|
||||
}
|
||||
|
||||
free(scene.name);
|
||||
fini(*scene.pool);
|
||||
free(scene);
|
||||
}
|
||||
|
||||
reload_scene :: (scene: *Scene) {
|
||||
name := copy_temporary_string(scene.name);
|
||||
unload_scene(engine.current_scene);
|
||||
engine.current_scene = load_scene(name);
|
||||
}
|
||||
|
||||
create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
|
||||
scene := New(Scene);
|
||||
new_name := name;
|
||||
@@ -112,6 +133,8 @@ create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
|
||||
scene.allocator.data = *scene.pool;
|
||||
scene.allocator.proc = flat_pool_allocator_proc;
|
||||
|
||||
init_scene(scene);
|
||||
|
||||
// Assign allocator to everything that needs allocations
|
||||
scene.entities.allocator = scene.allocator;
|
||||
scene.particle_systems.allocator = scene.allocator;
|
||||
@@ -129,11 +152,15 @@ create_scene :: (name: string = "", max_entities: s64 = 256) -> *Scene {
|
||||
return scene;
|
||||
}
|
||||
|
||||
register_entity :: (scene: *Scene, entity: *Entity) {
|
||||
register_entity :: (scene: *Scene, entity: *Entity, id: Entity_Id = -1) {
|
||||
entity.scene = scene;
|
||||
entity.id = next_entity_id;
|
||||
if id != -1 {
|
||||
entity.id = id;
|
||||
} else {
|
||||
entity.id = next_entity_id;
|
||||
next_entity_id += 1;
|
||||
}
|
||||
array_add(*scene.entities, entity);
|
||||
next_entity_id += 1;
|
||||
|
||||
#if NETWORKING {
|
||||
if net_data.net_mode == {
|
||||
|
||||
@@ -55,6 +55,8 @@ Transform_Gizmo :: struct {
|
||||
color_forward_buffer: Buffer_Handle;
|
||||
color_right_buffer: Buffer_Handle;
|
||||
|
||||
pipeline: Pipeline_State_Handle;
|
||||
|
||||
uniform_gizmo_scale: float;
|
||||
}
|
||||
|
||||
@@ -69,312 +71,610 @@ Editor :: struct {
|
||||
last_right_mouse_click_time: float;
|
||||
|
||||
menu_position: Vector2;
|
||||
|
||||
icons : struct {
|
||||
play: Texture_Handle;
|
||||
stop: Texture_Handle;
|
||||
}
|
||||
}
|
||||
|
||||
init_editor :: () {
|
||||
aspect_ratio := cast(float)engine.renderer.render_target_width / cast(float)engine.renderer.render_target_height;
|
||||
engine.editor.camera = create_perspective_camera(.{0, 10, -10}, yaw=0, pitch=-40, roll=0.0, fov=40, aspect=aspect_ratio);
|
||||
|
||||
init_transform_gizmo();
|
||||
|
||||
engine.editor.icons.play = create_texture(engine.renderer, "../modules/Coven/assets/textures/ui_icons/play.png", false);
|
||||
engine.editor.icons.stop = create_texture(engine.renderer, "../modules/Coven/assets/textures/ui_icons/stop.png", false);
|
||||
}
|
||||
|
||||
init_transform_gizmo :: () {
|
||||
gizmo : Transform_Gizmo;
|
||||
gizmo.selected_axis = .NONE;
|
||||
gizmo.transform = create_identity_transform();
|
||||
|
||||
gizmo.center_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
|
||||
gizmo.up_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
|
||||
gizmo.forward_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
|
||||
gizmo.right_model_buffer = create_constant_buffer(engine.renderer, null, size_of(Matrix4), mappable=true);
|
||||
|
||||
gizmo.color_center = Color.{1,1,1,1};
|
||||
gizmo.color_up = Color.{0,1,0,1};
|
||||
gizmo.color_forward = Color.{0,0,1,1};
|
||||
gizmo.color_right = Color.{1,0,0,1};
|
||||
|
||||
gizmo.color_center_buffer = create_constant_buffer(engine.renderer, *gizmo.color_center, size_of(Vector4), mappable=true);
|
||||
gizmo.color_up_buffer = create_constant_buffer(engine.renderer, *gizmo.color_up, size_of(Vector4), mappable=true);
|
||||
gizmo.color_forward_buffer = create_constant_buffer(engine.renderer, *gizmo.color_forward, size_of(Vector4), mappable=true);
|
||||
gizmo.color_right_buffer = create_constant_buffer(engine.renderer, *gizmo.color_right, size_of(Vector4), mappable=true);
|
||||
|
||||
engine.editor.transform_gizmo = gizmo;
|
||||
|
||||
// Transform gizmo shader
|
||||
{
|
||||
vs := create_vertex_shader_from_source(engine.renderer, TRANSFORM_GIZMO_SHADER, "VS", mesh_data_types = .[.POSITION]);
|
||||
ps := create_pixel_shader_from_source(engine.renderer, TRANSFORM_GIZMO_SHADER, "PS");
|
||||
|
||||
engine.editor.transform_gizmo.pipeline = create_pipeline_state2(engine.renderer, vs, ps, blend_type=.OPAQUE);
|
||||
}
|
||||
}
|
||||
|
||||
update_transform_gizmo :: (ray: Ray, mouse_position: Vector2) -> bool {
|
||||
return false;
|
||||
// selected_entity := engine.editor.selected_entity;
|
||||
//
|
||||
// if key_down(.TAB) {
|
||||
// if engine.editor.transform_gizmo.space == {
|
||||
// case .WORLD;
|
||||
// engine.editor.transform_gizmo.space = .LOCAL;
|
||||
// case .LOCAL;
|
||||
// engine.editor.transform_gizmo.space = .WORLD;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// if engine.editor.transform_gizmo.space == {
|
||||
// case .WORLD;
|
||||
// set_rotation(*engine.editor.transform_gizmo.transform, .{0,0,0,1});
|
||||
// case .LOCAL;
|
||||
// set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
|
||||
// }
|
||||
//
|
||||
// if engine.editor.transform_gizmo.transform_type == {
|
||||
// case .TRANSLATION;
|
||||
// if !key_pressed(.MOUSE_LEFT) {
|
||||
// selected_axis, t := intersect_translation_gizmo(ray);
|
||||
// engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
// } else if engine.editor.transform_gizmo.can_use && engine.editor.transform_gizmo.selected_axis != .NONE {
|
||||
// first_update := key_down(.MOUSE_LEFT);
|
||||
//
|
||||
// if first_update {
|
||||
// engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
|
||||
// }
|
||||
//
|
||||
// // Move the currently selected entity along the selected axis
|
||||
// axis_vec : Vector3;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .UP;
|
||||
// axis_vec.y = 1;
|
||||
// case .FORWARD;
|
||||
// axis_vec.z = 1;
|
||||
// case .RIGHT;
|
||||
// axis_vec.x = 1;
|
||||
// }
|
||||
//
|
||||
// r1 : Ray;
|
||||
// r1.origin = selected_entity.transform.position;
|
||||
// r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
|
||||
//
|
||||
// r2 := normalized_screen_to_ray_v2(*engine.editor.camera, mouse_position);
|
||||
//
|
||||
// d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
//
|
||||
// new_position := r1.origin + r1.direction * t1;
|
||||
//
|
||||
// if first_update {
|
||||
// engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
// }
|
||||
//
|
||||
// position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
//
|
||||
// entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
|
||||
//
|
||||
// if selected_entity.flags & Entity_Flags.SNAP_TO_GRID {
|
||||
// entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, selected_entity.snap_intervals.x);// + selected_entity.snap_offset.x;
|
||||
// entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, selected_entity.snap_intervals.y);// + selected_entity.snap_offset.y;
|
||||
// entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, selected_entity.snap_intervals.z);// + selected_entity.snap_offset.z;
|
||||
// }
|
||||
//
|
||||
// selected_entity.transform.position = entity_position;
|
||||
// set_position(*engine.editor.transform_gizmo.transform, entity_position);
|
||||
// }
|
||||
//
|
||||
// color_up := engine.editor.transform_gizmo.color_up;
|
||||
// color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
// color_right := engine.editor.transform_gizmo.color_right;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .NONE;
|
||||
// case .UP;
|
||||
// color_up = Color.{1,1,0,1};
|
||||
// case .FORWARD;
|
||||
// color_forward = Color.{1,1,0,1};
|
||||
// case .RIGHT;
|
||||
// color_right = Color.{1,1,0,1};
|
||||
// }
|
||||
//
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
// case .ROTATION;
|
||||
// selected_entity := engine.editor.selected_entity;
|
||||
//
|
||||
// if !engine.editor.transform_gizmo.clicked {
|
||||
// selected_axis, point := intersect_rotation_gizmo(ray);
|
||||
// engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis != .NONE && key_down(.MOUSE_LEFT) {
|
||||
// engine.editor.transform_gizmo.clicked = true;
|
||||
// engine.editor.transform_gizmo.last_circle_dir = normalize(point - selected_entity.transform.position);
|
||||
// }
|
||||
// } else if !key_pressed(.MOUSE_LEFT) {
|
||||
// engine.editor.transform_gizmo.clicked = false;
|
||||
// } else {
|
||||
// direction : Vector3;
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .UP;
|
||||
// direction = .{0,1,0};
|
||||
// case .FORWARD;
|
||||
// direction = .{0,0,1};
|
||||
// case .RIGHT;
|
||||
// direction = .{1,0,0};
|
||||
// }
|
||||
// direction = rotate(direction, engine.editor.transform_gizmo.transform.orientation);
|
||||
//
|
||||
// // Find the rotation
|
||||
// circle : Circle;
|
||||
// circle.radius = engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
// circle.center = selected_entity.transform.position;
|
||||
// circle.orientation = direction;
|
||||
//
|
||||
// distance, point := closest_distance_ray_circle(ray, circle);
|
||||
// new_dir := normalize(point - selected_entity.transform.position);
|
||||
//
|
||||
// dotp := dot(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
// angle := acos(clamp(dotp, -1.0, 1.0));
|
||||
// cp := cross(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
//
|
||||
// if dot(direction, cp) < 0 {
|
||||
// angle *= -1.0;
|
||||
// }
|
||||
//
|
||||
// q : Quaternion;
|
||||
// set_from_axis_and_angle(*q, direction, angle);
|
||||
//
|
||||
// selected_entity.transform.orientation = q * selected_entity.transform.orientation;
|
||||
// update_matrix(*selected_entity.transform);
|
||||
//
|
||||
// set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
|
||||
//
|
||||
// engine.editor.transform_gizmo.last_circle_dir = new_dir;
|
||||
// }
|
||||
//
|
||||
// color_up := engine.editor.transform_gizmo.color_up;
|
||||
// color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
// color_right := engine.editor.transform_gizmo.color_right;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .NONE;
|
||||
// case .UP;
|
||||
// color_up = Color.{1,1,0,1};
|
||||
// case .FORWARD;
|
||||
// color_forward = Color.{1,1,0,1};
|
||||
// case .RIGHT;
|
||||
// color_right = Color.{1,1,0,1};
|
||||
// }
|
||||
//
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
// case .SCALE;
|
||||
// if !key_pressed(.MOUSE_LEFT) {
|
||||
// selected_axis, t := intersect_scale_gizmo(ray);
|
||||
// engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
// } else if engine.editor.transform_gizmo.selected_axis != .NONE {
|
||||
// selected_entity := engine.editor.selected_entity;
|
||||
// first_update := key_down(.MOUSE_LEFT);
|
||||
//
|
||||
// if first_update {
|
||||
// engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
|
||||
// engine.editor.transform_gizmo.actual_entity_scale = selected_entity.transform.scale;
|
||||
// }
|
||||
//
|
||||
// // Move the currently selected entity along the selected axis
|
||||
// axis_vec : Vector3;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .UP;
|
||||
// axis_vec.y = 1;
|
||||
// case .FORWARD;
|
||||
// axis_vec.z = -1;
|
||||
// case .RIGHT;
|
||||
// axis_vec.x = 1;
|
||||
// case .CENTER; axis_vec = .{1,1,1};
|
||||
// }
|
||||
//
|
||||
// r1 : Ray;
|
||||
// r1.origin = selected_entity.transform.position;
|
||||
// r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
|
||||
// // Shoot a ray from screen to world
|
||||
// mouse_position : Vector2;
|
||||
// mouse_position.x = xx engine.engine.input.mouse.x;
|
||||
// mouse_position.y = xx engine.engine.input.mouse.y;
|
||||
//
|
||||
// screen_size : Vector2;
|
||||
// screen_size.x = cast(float)engine.engine.window.width;
|
||||
// screen_size.y = cast(float)engine.engine.window.height;
|
||||
//
|
||||
// r2 := screen_to_ray_v2(*engine.editor.camera, mouse_position, screen_size);
|
||||
//
|
||||
// d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
// new_position := r1.origin + r1.direction * t1;
|
||||
//
|
||||
// if first_update {
|
||||
// engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
// }
|
||||
//
|
||||
// position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
// scale_speed := ifx key_pressed(.SHIFT) then 4.0 else 1.0;
|
||||
//
|
||||
// if selected_entity.uses_uniform_scale {
|
||||
// current_scale := selected_entity.transform.scale;
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .UP; {
|
||||
// current_scale.y = engine.editor.transform_gizmo.actual_entity_scale.y + position_change.y * scale_speed;
|
||||
// position_change.x = 0;
|
||||
// position_change.z = 0;
|
||||
// }
|
||||
// case .FORWARD; {
|
||||
// current_scale.z = engine.editor.transform_gizmo.actual_entity_scale.z + position_change.z * scale_speed;
|
||||
// position_change.x = 0;
|
||||
// position_change.y = 0;
|
||||
// }
|
||||
// case .RIGHT; {
|
||||
// current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
// position_change.y = 0;
|
||||
// position_change.z = 0;
|
||||
// }
|
||||
// case .CENTER; {
|
||||
// current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
// current_scale.y = current_scale.x; // @Incomplete: This is most definitely wrong!
|
||||
// current_scale.z = current_scale.x;
|
||||
//
|
||||
// position_change.y = 0;
|
||||
// position_change.z = 0;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// set_scale(*selected_entity.transform, current_scale);
|
||||
//
|
||||
// } else {
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .UP;
|
||||
// position_change.x = 0;
|
||||
// position_change.z = 0;
|
||||
// case .FORWARD;
|
||||
// position_change.x = 0;
|
||||
// position_change.y = 0;
|
||||
// case .RIGHT;
|
||||
// position_change.y = 0;
|
||||
// position_change.z = 0;
|
||||
// }
|
||||
//
|
||||
// entity_scale := engine.editor.transform_gizmo.actual_entity_scale + position_change * scale_speed;
|
||||
// set_scale(*selected_entity.transform, entity_scale);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// color_up := engine.editor.transform_gizmo.color_up;
|
||||
// color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
// color_right := engine.editor.transform_gizmo.color_right;
|
||||
// color_center := Color.{1,1,1,1};
|
||||
//
|
||||
// if engine.editor.transform_gizmo.selected_axis == {
|
||||
// case .NONE;
|
||||
// case .UP;
|
||||
// color_up = Color.{1,1,0,1};
|
||||
// case .FORWARD;
|
||||
// color_forward = Color.{1,1,0,1};
|
||||
// case .RIGHT;
|
||||
// color_right = Color.{1,1,0,1};
|
||||
// case .CENTER;
|
||||
// color_center = Color.{1,1,0,1};
|
||||
// }
|
||||
//
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_center_buffer, *color_center, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
// }
|
||||
//
|
||||
// return engine.editor.transform_gizmo.selected_axis != .NONE;
|
||||
if engine.editor.selected_entities.count != 1 return false;
|
||||
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
|
||||
if key_down(.TAB) {
|
||||
if engine.editor.transform_gizmo.space == {
|
||||
case .WORLD;
|
||||
engine.editor.transform_gizmo.space = .LOCAL;
|
||||
case .LOCAL;
|
||||
engine.editor.transform_gizmo.space = .WORLD;
|
||||
}
|
||||
}
|
||||
|
||||
if engine.editor.transform_gizmo.space == {
|
||||
case .WORLD;
|
||||
set_rotation(*engine.editor.transform_gizmo.transform, .{0,0,0,1});
|
||||
case .LOCAL;
|
||||
set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
|
||||
}
|
||||
|
||||
if engine.editor.transform_gizmo.transform_type == {
|
||||
case .TRANSLATION;
|
||||
if !key_pressed(.MOUSE_LEFT) {
|
||||
selected_axis, t := intersect_translation_gizmo(ray);
|
||||
engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
} else if engine.editor.transform_gizmo.can_use && engine.editor.transform_gizmo.selected_axis != .NONE {
|
||||
first_update := key_down(.MOUSE_LEFT);
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
|
||||
}
|
||||
|
||||
// Move the currently selected entity along the selected axis
|
||||
axis_vec : Vector3;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
axis_vec.y = 1;
|
||||
case .FORWARD;
|
||||
axis_vec.z = 1;
|
||||
case .RIGHT;
|
||||
axis_vec.x = 1;
|
||||
}
|
||||
|
||||
r1 : Ray;
|
||||
r1.origin = selected_entity.transform.position;
|
||||
r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
|
||||
|
||||
r2 := normalized_screen_to_ray_v2(*engine.editor.camera, mouse_position);
|
||||
|
||||
d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
|
||||
new_position := r1.origin + r1.direction * t1;
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
}
|
||||
|
||||
position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
|
||||
entity_position := engine.editor.transform_gizmo.actual_entity_position + position_change;
|
||||
|
||||
if selected_entity.flags & Entity_Flags.SNAP_TO_GRID {
|
||||
entity_position.x -= fmod_cycling(entity_position.x - selected_entity.snap_offset.x, selected_entity.snap_intervals.x);// + selected_entity.snap_offset.x;
|
||||
entity_position.y -= fmod_cycling(entity_position.y - selected_entity.snap_offset.y, selected_entity.snap_intervals.y);// + selected_entity.snap_offset.y;
|
||||
entity_position.z -= fmod_cycling(entity_position.z - selected_entity.snap_offset.z, selected_entity.snap_intervals.z);// + selected_entity.snap_offset.z;
|
||||
}
|
||||
|
||||
selected_entity.transform.position = entity_position;
|
||||
selected_entity.transform.dirty = true;
|
||||
set_position(*engine.editor.transform_gizmo.transform, entity_position);
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
case .ROTATION;
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
|
||||
if !engine.editor.transform_gizmo.clicked {
|
||||
selected_axis, point := intersect_rotation_gizmo(ray);
|
||||
engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis != .NONE && key_down(.MOUSE_LEFT) {
|
||||
engine.editor.transform_gizmo.clicked = true;
|
||||
engine.editor.transform_gizmo.last_circle_dir = normalize(point - selected_entity.transform.position);
|
||||
}
|
||||
} else if !key_pressed(.MOUSE_LEFT) {
|
||||
engine.editor.transform_gizmo.clicked = false;
|
||||
} else {
|
||||
direction : Vector3;
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
direction = .{0,1,0};
|
||||
case .FORWARD;
|
||||
direction = .{0,0,1};
|
||||
case .RIGHT;
|
||||
direction = .{1,0,0};
|
||||
}
|
||||
direction = rotate(direction, engine.editor.transform_gizmo.transform.orientation);
|
||||
|
||||
// Find the rotation
|
||||
circle : Circle;
|
||||
circle.radius = engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
circle.center = selected_entity.transform.position;
|
||||
circle.orientation = direction;
|
||||
|
||||
distance, point := closest_distance_ray_circle(ray, circle);
|
||||
new_dir := normalize(point - selected_entity.transform.position);
|
||||
|
||||
dotp := dot(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
angle := acos(clamp(dotp, -1.0, 1.0));
|
||||
cp := cross(engine.editor.transform_gizmo.last_circle_dir, new_dir);
|
||||
|
||||
if dot(direction, cp) < 0 {
|
||||
angle *= -1.0;
|
||||
}
|
||||
|
||||
q : Quaternion;
|
||||
set_from_axis_and_angle(*q, direction, angle);
|
||||
|
||||
selected_entity.transform.orientation = q * selected_entity.transform.orientation;
|
||||
update_matrix(*selected_entity.transform);
|
||||
|
||||
set_rotation(*engine.editor.transform_gizmo.transform, selected_entity.transform.orientation);
|
||||
|
||||
engine.editor.transform_gizmo.last_circle_dir = new_dir;
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
case .SCALE;
|
||||
if !key_pressed(.MOUSE_LEFT) {
|
||||
selected_axis, t := intersect_scale_gizmo(ray);
|
||||
engine.editor.transform_gizmo.selected_axis = selected_axis;
|
||||
} else if engine.editor.transform_gizmo.selected_axis != .NONE {
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
first_update := key_down(.MOUSE_LEFT);
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.actual_entity_position = selected_entity.transform.position;
|
||||
engine.editor.transform_gizmo.actual_entity_scale = selected_entity.transform.scale;
|
||||
}
|
||||
|
||||
// Move the currently selected entity along the selected axis
|
||||
axis_vec : Vector3;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
axis_vec.y = 1;
|
||||
case .FORWARD;
|
||||
axis_vec.z = -1;
|
||||
case .RIGHT;
|
||||
axis_vec.x = 1;
|
||||
case .CENTER; axis_vec = .{1,1,1};
|
||||
}
|
||||
|
||||
r1 : Ray;
|
||||
r1.origin = selected_entity.transform.position;
|
||||
r1.direction = rotate(axis_vec, engine.editor.transform_gizmo.transform.orientation);
|
||||
// Shoot a ray from screen to world
|
||||
mouse_position : Vector2;
|
||||
mouse_position.x = xx engine.input.mouse.x;
|
||||
mouse_position.y = xx engine.input.mouse.y;
|
||||
|
||||
screen_size : Vector2;
|
||||
screen_size.x = cast(float)engine.window.width;
|
||||
screen_size.y = cast(float)engine.window.height;
|
||||
|
||||
r2 := screen_to_ray_v2(*engine.editor.camera, mouse_position, screen_size);
|
||||
|
||||
d, t1, t2 := closest_distance_between_rays(r1, r2);
|
||||
new_position := r1.origin + r1.direction * t1;
|
||||
|
||||
if first_update {
|
||||
engine.editor.transform_gizmo.first_hit_position = new_position;
|
||||
}
|
||||
|
||||
position_change := new_position - engine.editor.transform_gizmo.first_hit_position;
|
||||
scale_speed := ifx key_pressed(.SHIFT) then 4.0 else 1.0;
|
||||
|
||||
if selected_entity.flags & .UNIFORM_SCALE {
|
||||
current_scale := selected_entity.transform.scale;
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP; {
|
||||
current_scale.y = engine.editor.transform_gizmo.actual_entity_scale.y + position_change.y * scale_speed;
|
||||
position_change.x = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
case .FORWARD; {
|
||||
current_scale.z = engine.editor.transform_gizmo.actual_entity_scale.z + position_change.z * scale_speed;
|
||||
position_change.x = 0;
|
||||
position_change.y = 0;
|
||||
}
|
||||
case .RIGHT; {
|
||||
current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
case .CENTER; {
|
||||
current_scale.x = engine.editor.transform_gizmo.actual_entity_scale.x + position_change.x * scale_speed;
|
||||
current_scale.y = current_scale.x; // @Incomplete: This is most definitely wrong!
|
||||
current_scale.z = current_scale.x;
|
||||
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
set_scale(*selected_entity.transform, current_scale);
|
||||
|
||||
} else {
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .UP;
|
||||
position_change.x = 0;
|
||||
position_change.z = 0;
|
||||
case .FORWARD;
|
||||
position_change.x = 0;
|
||||
position_change.y = 0;
|
||||
case .RIGHT;
|
||||
position_change.y = 0;
|
||||
position_change.z = 0;
|
||||
}
|
||||
|
||||
entity_scale := engine.editor.transform_gizmo.actual_entity_scale + position_change * scale_speed;
|
||||
set_scale(*selected_entity.transform, entity_scale);
|
||||
}
|
||||
}
|
||||
|
||||
color_up := engine.editor.transform_gizmo.color_up;
|
||||
color_forward := engine.editor.transform_gizmo.color_forward;
|
||||
color_right := engine.editor.transform_gizmo.color_right;
|
||||
color_center := Color.{1,1,1,1};
|
||||
|
||||
if engine.editor.transform_gizmo.selected_axis == {
|
||||
case .NONE;
|
||||
case .UP;
|
||||
color_up = Color.{1,1,0,1};
|
||||
case .FORWARD;
|
||||
color_forward = Color.{1,1,0,1};
|
||||
case .RIGHT;
|
||||
color_right = Color.{1,1,0,1};
|
||||
case .CENTER;
|
||||
color_center = Color.{1,1,0,1};
|
||||
}
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_center_buffer, *color_center, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_up_buffer, *color_up, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_forward_buffer, *color_forward, size_of(Color));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.color_right_buffer, *color_right, size_of(Color));
|
||||
}
|
||||
|
||||
return engine.editor.transform_gizmo.selected_axis != .NONE;
|
||||
}
|
||||
|
||||
intersect_translation_gizmo :: (ray: Ray) -> Transform_Axis, float {
|
||||
transform := engine.editor.transform_gizmo.transform;
|
||||
origin := transform.position;
|
||||
orientation := transform.orientation;
|
||||
|
||||
up_ray: Ray;
|
||||
up_ray.origin = origin;
|
||||
up_ray.direction = rotate(.{0,1,0}, orientation);
|
||||
right_ray: Ray;
|
||||
right_ray.origin = origin;
|
||||
right_ray.direction = rotate(.{1,0,0}, orientation);
|
||||
forward_ray: Ray;
|
||||
forward_ray.origin = origin;
|
||||
forward_ray.direction = rotate(.{0,0,1}, orientation);
|
||||
|
||||
max_dist :: 0.5;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
t := 0.0;
|
||||
|
||||
GIZMO_LENGTH := 1.3 * engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
|
||||
du, tu1, tu2 := closest_distance_between_rays(ray, up_ray);
|
||||
if du <= max_dist && du < closest && tu1 >= 0.0 && tu2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(up_ray.direction, normalize((ray.origin + ray.direction * tu1) - origin)) >= 0.0 {
|
||||
closest = du;
|
||||
t = tu1;
|
||||
axis = .UP;
|
||||
}
|
||||
}
|
||||
|
||||
dr, tr1, tr2 := closest_distance_between_rays(ray, right_ray);
|
||||
if dr <= max_dist && dr < closest && tr1 >= 0.0 && tr2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(right_ray.direction, normalize((ray.origin + ray.direction * tr1) - origin)) >= 0.0 {
|
||||
closest = dr;
|
||||
t = tr1;
|
||||
axis = .RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
df, tf1, tf2 := closest_distance_between_rays(ray, forward_ray);
|
||||
if df <= max_dist && df < closest && tf1 >= 0.0 && tf2 < GIZMO_LENGTH {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(forward_ray.direction, normalize((ray.origin + ray.direction * tf1) - origin)) >= 0.0 {
|
||||
closest = df;
|
||||
t = tf1;
|
||||
axis = .FORWARD;
|
||||
}
|
||||
}
|
||||
|
||||
return axis, t;
|
||||
}
|
||||
|
||||
intersect_scale_gizmo :: (ray: Ray) -> Transform_Axis, float {
|
||||
transform := engine.editor.transform_gizmo.transform;
|
||||
origin := transform.position;
|
||||
orientation := transform.orientation;
|
||||
|
||||
radius := engine.editor.transform_gizmo.uniform_gizmo_scale * 0.15;
|
||||
if ray_sphere_intersect(ray, origin, radius) {
|
||||
return .CENTER, 0.0;
|
||||
}
|
||||
|
||||
up_ray: Ray;
|
||||
up_ray.origin = origin;
|
||||
up_ray.direction = rotate(.{0,1,0}, orientation);
|
||||
right_ray: Ray;
|
||||
right_ray.origin = origin;
|
||||
right_ray.direction = rotate(.{1,0,0}, orientation);
|
||||
forward_ray: Ray;
|
||||
forward_ray.origin = origin;
|
||||
forward_ray.direction = rotate(.{0,0,1}, orientation);
|
||||
|
||||
max_dist :: 0.5;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
t := 0.0;
|
||||
|
||||
du, tu1, tu2 := closest_distance_between_rays(ray, up_ray);
|
||||
if du <= max_dist && du < closest && tu1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(up_ray.direction, normalize((ray.origin + ray.direction * tu1) - origin)) >= 0.0 {
|
||||
closest = du;
|
||||
t = tu1;
|
||||
axis = .UP;
|
||||
}
|
||||
}
|
||||
|
||||
dr, tr1, tr2 := closest_distance_between_rays(ray, right_ray);
|
||||
if dr <= max_dist && dr < closest && tr1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(right_ray.direction, normalize((ray.origin + ray.direction * tr1) - origin)) >= 0.0 {
|
||||
closest = dr;
|
||||
t = tr1;
|
||||
axis = .RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
df, tf1, tf2 := closest_distance_between_rays(ray, forward_ray);
|
||||
if df <= max_dist && df < closest && tf1 >= 0.0 {
|
||||
// Make sure that the point is not behind the gizmo
|
||||
if dot(forward_ray.direction, normalize((ray.origin + ray.direction * tf1) - origin)) >= 0.0 {
|
||||
closest = df;
|
||||
t = tf1;
|
||||
axis = .FORWARD;
|
||||
}
|
||||
}
|
||||
|
||||
return axis, t;
|
||||
}
|
||||
|
||||
Circle :: struct {
|
||||
center: Vector3;
|
||||
radius: float;
|
||||
orientation: Vector3;
|
||||
}
|
||||
|
||||
closest_distance_ray_circle :: (r: Ray, c: Circle) -> float, Vector3 {
|
||||
plane_p := c.center;
|
||||
plane_orientation := c.orientation;
|
||||
|
||||
success, t := ray_plane_intersection(r, plane_p, plane_orientation);
|
||||
|
||||
if success {
|
||||
// get the ray's intersection point on the plane which
|
||||
// contains the circle
|
||||
on_plane := r.origin + t * r.direction;
|
||||
// project that point on to the circle's circumference
|
||||
point := c.center + c.radius * normalize(on_plane - c.center);
|
||||
return length(on_plane - point), point;
|
||||
} else {
|
||||
// the required point on the circle is the one closest to the camera origin
|
||||
point := c.radius * normalize(reject(r.origin - c.center, c.orientation));
|
||||
|
||||
return distance_from_ray_to_point(r, point), point;
|
||||
}
|
||||
}
|
||||
|
||||
intersect_rotation_gizmo :: (ray: Ray) -> Transform_Axis, Vector3 {
|
||||
selected_entity := engine.editor.selected_entities[0];
|
||||
orientation := selected_entity.transform.orientation;
|
||||
|
||||
radius := engine.editor.transform_gizmo.uniform_gizmo_scale;
|
||||
up: Circle;
|
||||
up.radius = radius;
|
||||
up.center = engine.editor.transform_gizmo.transform.position;
|
||||
up.orientation = rotate(.{0,1,0}, orientation);
|
||||
right: Circle;
|
||||
right.radius = radius;
|
||||
right.center = engine.editor.transform_gizmo.transform.position;
|
||||
right.orientation = rotate(.{1,0,0}, orientation);
|
||||
forward: Circle;
|
||||
forward.radius = radius;
|
||||
forward.center = engine.editor.transform_gizmo.transform.position;
|
||||
forward.orientation = rotate(.{0,0,1}, orientation);
|
||||
|
||||
min_dist :: 0.4;
|
||||
axis : Transform_Axis = .NONE;
|
||||
closest := 100000000.0;
|
||||
p : Vector3;
|
||||
|
||||
du, pu := closest_distance_ray_circle(ray, up);
|
||||
if du <= min_dist && du < closest {
|
||||
closest = du;
|
||||
axis = .UP;
|
||||
p = pu;
|
||||
}
|
||||
|
||||
dr, pr := closest_distance_ray_circle(ray, right);
|
||||
if dr <= min_dist && dr < closest {
|
||||
closest = dr;
|
||||
axis = .RIGHT;
|
||||
p = pr;
|
||||
}
|
||||
|
||||
df, pf := closest_distance_ray_circle(ray, forward);
|
||||
if df <= min_dist && df < closest {
|
||||
closest = df;
|
||||
axis = .FORWARD;
|
||||
p = pf;
|
||||
}
|
||||
|
||||
return axis, p;
|
||||
}
|
||||
|
||||
update_gizmo_buffers :: () {
|
||||
// update_matrix(*engine.editor.transform_gizmo.transform);
|
||||
//
|
||||
// up_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(90), degrees_to_radians(0)));
|
||||
// right_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(0), degrees_to_radians(90)));
|
||||
// up_model := engine.editor.transform_gizmo.transform.model_matrix * up_rotation;
|
||||
// right_model := engine.editor.transform_gizmo.transform.model_matrix * right_rotation;
|
||||
// center_scale := make_scale_matrix4(.{0.15, 0.15, 0.15});
|
||||
// center_model := engine.editor.transform_gizmo.transform.model_matrix * center_scale;
|
||||
//
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.center_model_buffer, *center_model, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.up_model_buffer, *up_model, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.forward_model_buffer, *engine.editor.transform_gizmo.transform.model_matrix, size_of(Matrix4));
|
||||
// upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.right_model_buffer, *right_model, size_of(Matrix4));
|
||||
entity := engine.editor.selected_entities[0];
|
||||
engine.editor.transform_gizmo.transform.position = entity.transform.position;
|
||||
engine.editor.transform_gizmo.transform.orientation = entity.transform.orientation;
|
||||
update_matrix(*engine.editor.transform_gizmo.transform);
|
||||
|
||||
up_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(90), degrees_to_radians(0)));
|
||||
right_rotation := rotation_matrix(Matrix3, euler_to_quaternion(degrees_to_radians(90), degrees_to_radians(0), degrees_to_radians(90)));
|
||||
up_model := engine.editor.transform_gizmo.transform.model_matrix * up_rotation;
|
||||
right_model := engine.editor.transform_gizmo.transform.model_matrix * right_rotation;
|
||||
center_scale := make_scale_matrix4(.{0.15, 0.15, 0.15});
|
||||
center_model := engine.editor.transform_gizmo.transform.model_matrix * center_scale;
|
||||
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.center_model_buffer, *center_model, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.up_model_buffer, *up_model, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.forward_model_buffer, *engine.editor.transform_gizmo.transform.model_matrix, size_of(Matrix4));
|
||||
upload_data_to_buffer(engine.renderer, engine.editor.transform_gizmo.right_model_buffer, *right_model, size_of(Matrix4));
|
||||
}
|
||||
|
||||
render_transform_gizmo :: () {
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
update_gizmo_buffers();
|
||||
renderer := engine.renderer;
|
||||
push_cmd_set_draw_mode(renderer, .FILL);
|
||||
push_cmd_set_depth_write(renderer, false);
|
||||
push_cmd_set_pipeline_state(renderer, engine.editor.transform_gizmo.pipeline);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 0, engine.camera_buffer,.VERTEX);
|
||||
|
||||
#load "editor_ui.jai";
|
||||
render_gizmo :: (mesh: *Mesh) {
|
||||
renderer := engine.renderer;
|
||||
vb := get_mesh_vb(mesh, engine.editor.transform_gizmo.pipeline);
|
||||
|
||||
// RIGHT
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.right_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_right_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
|
||||
// FORWARD
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.forward_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_forward_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
|
||||
// UP
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.up_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_up_buffer, .PIXEL);
|
||||
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, mesh.indices.count);
|
||||
}
|
||||
|
||||
if engine.editor.transform_gizmo.transform_type == {
|
||||
case .TRANSLATION; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.translation_gizmo);
|
||||
render_gizmo(mesh);
|
||||
}
|
||||
case .SCALE; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.scale_gizmo);
|
||||
render_gizmo(mesh);
|
||||
|
||||
center_mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.cube);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 1, engine.editor.transform_gizmo.center_model_buffer, .VERTEX);
|
||||
push_cmd_set_constant_buffer(engine.renderer, 2, engine.editor.transform_gizmo.color_center_buffer, .PIXEL);
|
||||
|
||||
vb := get_mesh_vb(mesh, engine.editor.transform_gizmo.pipeline);
|
||||
push_cmd_set_vertex_buffer(renderer, vb);
|
||||
push_cmd_set_index_buffer(renderer, center_mesh.ib);
|
||||
push_cmd_draw_indexed(renderer, center_mesh.indices.count);
|
||||
}
|
||||
case .ROTATION; {
|
||||
mesh := parray_get(*engine.renderer.meshes, engine.renderer.default_meshes.rotation_gizmo);
|
||||
render_gizmo(mesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#load "editor_ui.jai";
|
||||
#load "../renderer/shaders.jai";
|
||||
@@ -1,5 +1,7 @@
|
||||
#load "../ui/widgets.jai";
|
||||
|
||||
#placeholder editor_ui_entity_creation;
|
||||
|
||||
pick_scene_view_at :: (camera: Camera, coordinates: Vector2) {
|
||||
ray := normalized_screen_to_ray_v2(camera, coordinates);
|
||||
|
||||
@@ -54,22 +56,22 @@ editor_ui :: () {
|
||||
|
||||
ui_space(20, 0);
|
||||
|
||||
//if mode == {
|
||||
// case .PLAYING; {
|
||||
// ui_set_next_background_color(.{0,0.6,0,1});
|
||||
// if ui_button_with_texture(editor.icons.stop) {
|
||||
// edit_engine.current_scene();
|
||||
// }
|
||||
// ui_label(tprint("Playing '%'", engine.current_scene.name), .{0,0.7,0,1});
|
||||
// }
|
||||
// case .EDITING; {
|
||||
if engine.mode == {
|
||||
case .PLAYING; {
|
||||
ui_set_next_background_color(.{0,0.6,0,1});
|
||||
if ui_button_with_texture(engine.editor.icons.stop) {
|
||||
switch_engine_mode(.EDITING);
|
||||
}
|
||||
ui_label(tprint("Playing '%'", engine.current_scene.name), .{0,0.7,0,1});
|
||||
}
|
||||
case .EDITING; {
|
||||
ui_set_next_background_color(.{0.6,0,0,1});
|
||||
//if ui_button_with_texture(editor.icons.play) {
|
||||
// play_current_editor_scene();
|
||||
//}
|
||||
if ui_button_with_texture(engine.editor.icons.play) {
|
||||
switch_engine_mode(.PLAYING);
|
||||
}
|
||||
ui_label(tprint("Editing '%'", engine.current_scene.name), .{1,1,1,1});
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
}
|
||||
ui_pop_parent();
|
||||
|
||||
@@ -135,7 +137,7 @@ editor_ui :: () {
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_tab_title_bar("SCENE");
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_set_next_size_y(.PCT, 0.9);
|
||||
ui_set_next_size_y(.PCT, 0.75);
|
||||
|
||||
state := ui_interactable_texture(get_texture_from_pass("UI Blend Pass"));
|
||||
if state.left_mouse_down {
|
||||
@@ -146,8 +148,15 @@ editor_ui :: () {
|
||||
engine.editor.mouse_viewport_state = state;
|
||||
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_set_next_size_y(.PCT, 0.1);
|
||||
ui_tab_title_bar("SCENES");
|
||||
ui_set_next_size_y(.PCT, 0.25);
|
||||
ui_tab_title_bar("Create entities");
|
||||
{
|
||||
new_entity := editor_ui_entity_creation();
|
||||
if new_entity != null {
|
||||
engine.editor.selected_entities.count = 0;
|
||||
array_add(*engine.editor.selected_entities, new_entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
ui_pop_parent();
|
||||
|
||||
@@ -162,14 +171,15 @@ editor_ui :: () {
|
||||
ui_set_next_size_x(.PCT, 1.0);
|
||||
ui_tab_title_bar("PROPERTIES");
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// ui_slider(*slider_value, 0.0, 1.0);
|
||||
// ui_label(tprint("Name: %", editor.selected_entity.name));
|
||||
// ui_label(tprint("Id: %", editor.selected_entity.id));
|
||||
// ui_label(tprint("Position: % % %", editor.selected_entity.transform.position.x, editor.selected_entity.transform.position.y, editor.selected_entity.transform.position.z));
|
||||
// ui_label(tprint("Rotation: % % % %", editor.selected_entity.transform.orientation.x, editor.selected_entity.transform.orientation.y, editor.selected_entity.transform.orientation.z, editor.selected_entity.transform.orientation.w));
|
||||
// ui_label(tprint("Scale: % % %", editor.selected_entity.transform.scale.x, editor.selected_entity.transform.scale.y, editor.selected_entity.transform.scale.z));
|
||||
//}
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
entity := engine.editor.selected_entities[0];
|
||||
ui_slider(*slider_value, 0.0, 1.0);
|
||||
ui_label(tprint("Name: %", entity.name));
|
||||
ui_label(tprint("Id: %", entity.id));
|
||||
ui_label(tprint("Position: % % %", entity.transform.position.x, entity.transform.position.y, entity.transform.position.z));
|
||||
ui_label(tprint("Rotation: % % % %", entity.transform.orientation.x, entity.transform.orientation.y, entity.transform.orientation.z, entity.transform.orientation.w));
|
||||
ui_label(tprint("Scale: % % %", entity.transform.scale.x, entity.transform.scale.y, entity.transform.scale.z));
|
||||
}
|
||||
|
||||
}
|
||||
ui_pop_parent();
|
||||
@@ -187,22 +197,28 @@ base_editor_update :: () {
|
||||
eat_key(.MOUSE_LEFT);
|
||||
}
|
||||
|
||||
// @Incomplete: Show that we saved the scene in the editor. Maybe a quick text message or just inside one of the tab titles
|
||||
if key_pressed(.CTRL) && key_down(.S) {
|
||||
save_scene(engine.current_scene);
|
||||
}
|
||||
|
||||
// Check if we hit the gizmo
|
||||
// @Incomplete: MOVE THIS
|
||||
engine.editor.should_check_entities = true;
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// gizmo_scale := distance(editor.selected_entity.transform.position, editor.camera.position) * 0.1 * 0.5;
|
||||
// editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;
|
||||
// set_scale(*editor.transform_gizmo.transform, .{gizmo_scale, gizmo_scale, gizmo_scale});
|
||||
if engine.editor.selected_entities.count == 1 {
|
||||
entity := engine.editor.selected_entities[0];
|
||||
gizmo_scale := distance(entity.transform.position, engine.editor.camera.position) * 0.1 * 0.5;
|
||||
engine.editor.transform_gizmo.uniform_gizmo_scale = gizmo_scale;
|
||||
set_scale(*engine.editor.transform_gizmo.transform, .{gizmo_scale, gizmo_scale, gizmo_scale});
|
||||
|
||||
// coordinates := Vector2.{editor.mouse_viewport_state.normalized_local_mouse_coordinates.x, 1.0 - editor.mouse_viewport_state.normalized_local_mouse_coordinates.y};
|
||||
// ray := normalized_screen_to_ray_v2(*editor.camera, coordinates);
|
||||
coordinates := Vector2.{engine.editor.mouse_viewport_state.normalized_local_mouse_coordinates.x, 1.0 - engine.editor.mouse_viewport_state.normalized_local_mouse_coordinates.y};
|
||||
ray := normalized_screen_to_ray_v2(engine.editor.camera, coordinates);
|
||||
|
||||
// if update_transform_gizmo(ray, coordinates) {
|
||||
// editor.should_check_entities = false;
|
||||
// }
|
||||
//}
|
||||
if update_transform_gizmo(ray, coordinates) {
|
||||
engine.editor.should_check_entities = false;
|
||||
}
|
||||
}
|
||||
|
||||
editor_ui();
|
||||
|
||||
@@ -212,7 +228,7 @@ base_editor_update :: () {
|
||||
// // @Incomplete: At some point we want this to place entities at either a set distance or a distance depending on a raycast in the camera's forward direction so that we don't place things behind other entities
|
||||
// set_position(*placed_entity.transform, editor.camera.position + editor.camera.forward * 30);
|
||||
// editor.show_menu = false;
|
||||
// editor.selected_entity = placed_entity;
|
||||
// entity = placed_entity;
|
||||
// }
|
||||
//}
|
||||
|
||||
@@ -223,20 +239,20 @@ base_editor_update :: () {
|
||||
//show_message("Saved scene");
|
||||
}
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
//if entity != null {
|
||||
// // @Incomplete:@Incomplete: Duplicate
|
||||
// //if key_pressed(.CTRL) && key_down(.D) {
|
||||
// // make_directory_if_it_does_not_exist("../temp");
|
||||
// // save_entity(editor.selected_entity, "../temp/", "temp");
|
||||
// // save_entity(entity, "../temp/", "temp");
|
||||
// // duplicated := load_entity(editor_scene, "../temp/temp.ent");
|
||||
// // editor.selected_entity = duplicated;
|
||||
// // entity = duplicated;
|
||||
// //}
|
||||
|
||||
// // DELETE
|
||||
// // DELETE
|
||||
// //if key_down(.DELETE) || key_down(.BACKSPACE) {
|
||||
// // delete_entity(editor.selected_entity);
|
||||
// // editor.selected_entity = null;
|
||||
// // delete_entity(entity);
|
||||
// // entity = null;
|
||||
// // editor.transform_gizmo.selected_axis = .NONE;
|
||||
// //}
|
||||
//}
|
||||
@@ -297,27 +313,26 @@ base_editor_update :: () {
|
||||
engine.editor.menu_position.y = cast(float)engine.renderer.render_target_height - mouse_position.y;
|
||||
}
|
||||
|
||||
if key_down(.W) {
|
||||
engine.editor.transform_gizmo.transform_type = .TRANSLATION;
|
||||
}
|
||||
if !key_pressed(.CTRL) {
|
||||
if key_down(.W) {
|
||||
engine.editor.transform_gizmo.transform_type = .TRANSLATION;
|
||||
}
|
||||
|
||||
if key_down(.E) {
|
||||
engine.editor.transform_gizmo.transform_type = .ROTATION;
|
||||
}
|
||||
if key_down(.E) {
|
||||
engine.editor.transform_gizmo.transform_type = .ROTATION;
|
||||
}
|
||||
|
||||
if key_down(.R) {
|
||||
engine.editor.transform_gizmo.transform_type = .SCALE;
|
||||
if key_down(.R) {
|
||||
engine.editor.transform_gizmo.transform_type = .SCALE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update_view_matrix(camera);
|
||||
}
|
||||
|
||||
//if editor.selected_entity != null {
|
||||
// e := editor.selected_entity;
|
||||
// set_position(*editor.transform_gizmo.transform, e.transform.position);
|
||||
// update_gizmo_buffers();
|
||||
//}
|
||||
|
||||
//edit_scene_settings(*game_state.engine.current_scene.settings);
|
||||
if key_pressed(.CTRL) && key_down(.E) {
|
||||
new_mode := ifx engine.mode == .EDITING then Engine_Mode.PLAYING else .EDITING;
|
||||
switch_engine_mode(new_mode);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -237,6 +237,40 @@ generate_code :: (w: Workspace) {
|
||||
entity_storage_string = builder_to_string(*builder);
|
||||
}
|
||||
|
||||
{
|
||||
builder: String_Builder;
|
||||
|
||||
for entity_type_names {
|
||||
print_to_builder(*builder, "scene.by_type._%1.allocator = scene.allocator;", it);
|
||||
}
|
||||
|
||||
build_string := sprint(INIT_SCENE, builder_to_string(*builder));
|
||||
add_build_string(build_string, w);
|
||||
}
|
||||
|
||||
{
|
||||
builder: String_Builder;
|
||||
|
||||
for entity_type_names {
|
||||
lower := to_lower_copy_new(it,, allocator=temp);
|
||||
print_to_builder(*builder, "if ui_clickable_label(\"New %1\") return new_%2();", it, lower);;
|
||||
}
|
||||
|
||||
build_string := sprint(EDITOR_UI_ENTITY_CREATION, builder_to_string(*builder));
|
||||
add_build_string(build_string, w);
|
||||
}
|
||||
|
||||
{
|
||||
builder: String_Builder;
|
||||
|
||||
for entity_type_names {
|
||||
print_to_builder(*builder, "\tcase %1; bucket_array_remove(*e.scene.by_type._%1, e._locator);", it);
|
||||
}
|
||||
|
||||
build_string := sprint(DELETE_ENTITY, builder_to_string(*builder));
|
||||
add_build_string(build_string, w);
|
||||
}
|
||||
|
||||
{
|
||||
builder: String_Builder;
|
||||
|
||||
@@ -252,12 +286,13 @@ generate_code :: (w: Workspace) {
|
||||
builder: String_Builder;
|
||||
|
||||
for entity_type_names {
|
||||
print_to_builder(*builder, "\tcase \"%1\"; p, locator := find_and_occupy_empty_slot(*scene.by_type._%1); p._locator = locator; e = p; register_entity(scene, p); init_entity(p); deserialize_entity(scene, lines, cast(*%1)e); update_matrix(*e.transform);\n", it);
|
||||
print_to_builder(*builder, "\tcase \"%1\"; p, locator := find_and_occupy_empty_slot(*scene.by_type._%1); p._locator = locator; e = p; register_entity(scene, p, id); init_entity(p); deserialize_entity(scene, lines, cast(*%1)e); update_matrix(*e.transform);\n", it);
|
||||
}
|
||||
|
||||
build_string := sprint(DESERIALIZE_ENTITY, builder_to_string(*builder));
|
||||
add_build_string(build_string, w);
|
||||
}
|
||||
|
||||
{
|
||||
builder: String_Builder;
|
||||
|
||||
@@ -301,6 +336,15 @@ Entity_Storage :: struct {
|
||||
}
|
||||
DONE
|
||||
|
||||
DELETE_ENTITY :: #string DONE
|
||||
delete_entity :: (e: *Entity) {
|
||||
if e.type == {
|
||||
%1
|
||||
}
|
||||
}
|
||||
|
||||
DONE
|
||||
|
||||
SERIALIZE_ENTITY :: #string DONE
|
||||
serialize_entity :: (e: *Entity, path: string) {
|
||||
builder: String_Builder;
|
||||
@@ -315,7 +359,7 @@ serialize_entity :: (e: *Entity, path: string) {
|
||||
DONE
|
||||
|
||||
DESERIALIZE_ENTITY :: #string DONE
|
||||
deserialize_entity :: (scene: *Scene, path: string) -> *Entity {
|
||||
deserialize_entity :: (scene: *Scene, id: Entity_Id, path: string) -> *Entity {
|
||||
content := File.read_entire_file(path);
|
||||
if content.count == 0 return null;
|
||||
|
||||
@@ -335,3 +379,18 @@ deserialize_entity :: (scene: *Scene, path: string) -> *Entity {
|
||||
return e;
|
||||
}
|
||||
DONE
|
||||
|
||||
INIT_SCENE :: #string DONE
|
||||
init_scene :: (scene: *Scene) {
|
||||
%1
|
||||
}
|
||||
DONE
|
||||
|
||||
|
||||
EDITOR_UI_ENTITY_CREATION :: #string DONE
|
||||
editor_ui_entity_creation :: () -> *Entity {
|
||||
%1
|
||||
|
||||
return null;
|
||||
}
|
||||
DONE
|
||||
32
module.jai
32
module.jai
@@ -31,6 +31,10 @@ Engine_Core :: struct {
|
||||
time_buffer : Buffer_Handle;
|
||||
screen_data_buffer : Buffer_Handle;
|
||||
directional_light_buffer : Buffer_Handle;
|
||||
|
||||
procs: struct {
|
||||
on_scene_loaded: (*Scene, Engine_Mode);
|
||||
}
|
||||
}
|
||||
|
||||
engine: Engine_Core;
|
||||
@@ -92,16 +96,22 @@ coven_run :: (game_update_proc: (float), game_update_post_physics_proc: (float))
|
||||
|
||||
ui_begin();
|
||||
|
||||
game_update_proc(min(0.4, dt));
|
||||
clamped_dt := min(0.4, dt);
|
||||
|
||||
update_animators(dt);
|
||||
#if EDITOR {
|
||||
base_editor_update();
|
||||
}
|
||||
if engine.mode == .PLAYING {
|
||||
game_update_proc(clamped_dt);
|
||||
update_animators(clamped_dt);
|
||||
update_physics(engine.current_scene, clamped_dt);
|
||||
game_update_post_physics_proc(clamped_dt);
|
||||
}
|
||||
|
||||
update_physics(engine.current_scene, dt);
|
||||
update_transforms();
|
||||
game_update_post_physics_proc(dt);
|
||||
sync_engine_buffers();
|
||||
|
||||
update_particle_systems(dt);
|
||||
update_particle_systems(clamped_dt);
|
||||
|
||||
ui_end();
|
||||
|
||||
@@ -115,6 +125,18 @@ coven_run :: (game_update_proc: (float), game_update_post_physics_proc: (float))
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
switch_engine_mode :: (to_mode: Engine_Mode) {
|
||||
engine.mode = to_mode;
|
||||
|
||||
#if EDITOR {
|
||||
engine.editor.selected_entities.count = 0;
|
||||
}
|
||||
|
||||
if engine.current_scene != null {
|
||||
reload_scene(engine.current_scene);
|
||||
}
|
||||
}
|
||||
|
||||
#if NETWORKING {
|
||||
#load "networking/networking.jai";
|
||||
}
|
||||
|
||||
@@ -807,20 +807,20 @@ init_default_meshes :: () {
|
||||
assert(success);
|
||||
engine.renderer.default_meshes.cube = cube_mesh;
|
||||
|
||||
//translation_arrow_model := load_fbx("../modules/Coven/models/translation_arrow.fbx");
|
||||
//translation_arrow_mesh :, success = get_first_mesh_from_model(translation_arrow_model);
|
||||
//assert(success);
|
||||
//engine.renderer.default_meshes.translation_gizmo = translation_arrow_mesh;
|
||||
translation_arrow_model := load_fbx("../modules/Coven/assets/models/translation_arrow.fbx");
|
||||
translation_arrow_mesh :, success = get_first_mesh_from_model(translation_arrow_model);
|
||||
assert(success);
|
||||
engine.renderer.default_meshes.translation_gizmo = translation_arrow_mesh;
|
||||
|
||||
//scale_gizmo_model := load_fbx("../modules/Coven/models/scale_gizmo.fbx");
|
||||
//scale_gizmo_mesh :, success = get_first_mesh_from_model(scale_gizmo_model);
|
||||
//assert(success);
|
||||
//engine.renderer.default_meshes.scale_gizmo = scale_gizmo_mesh;
|
||||
scale_gizmo_model := load_fbx("../modules/Coven/assets/models/scale_gizmo.fbx");
|
||||
scale_gizmo_mesh :, success = get_first_mesh_from_model(scale_gizmo_model);
|
||||
assert(success);
|
||||
engine.renderer.default_meshes.scale_gizmo = scale_gizmo_mesh;
|
||||
|
||||
//rotation_gizmo_model := load_fbx("../modules/Coven/models/rotation_gizmo.fbx");
|
||||
//rotation_gizmo_mesh :, success = get_first_mesh_from_model(rotation_gizmo_model);
|
||||
//assert(success);
|
||||
//engine.renderer.default_meshes.rotation_gizmo = rotation_gizmo_mesh;
|
||||
rotation_gizmo_model := load_fbx("../modules/Coven/assets/models/rotation_gizmo.fbx");
|
||||
rotation_gizmo_mesh :, success = get_first_mesh_from_model(rotation_gizmo_model);
|
||||
assert(success);
|
||||
engine.renderer.default_meshes.rotation_gizmo = rotation_gizmo_mesh;
|
||||
}
|
||||
|
||||
deinit_renderer :: (renderer: *Renderer) {
|
||||
|
||||
46
renderer/shaders.jai
Normal file
46
renderer/shaders.jai
Normal file
@@ -0,0 +1,46 @@
|
||||
TRANSFORM_GIZMO_SHADER :: #string BEGIN
|
||||
cbuffer CameraData : register(b0)
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 view;
|
||||
};
|
||||
|
||||
cbuffer Model : register(b1)
|
||||
{
|
||||
float4x4 model;
|
||||
};
|
||||
|
||||
cbuffer Material : register(b2)
|
||||
{
|
||||
float4 color;
|
||||
};
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
|
||||
struct PS_OUTPUT {
|
||||
float4 color : SV_Target0;
|
||||
};
|
||||
|
||||
PSInput VS(float3 pos : POSITION) {
|
||||
float4 position = float4(pos.x, pos.y, pos.z, 1.0);
|
||||
PSInput input;
|
||||
|
||||
input.position = mul(position, model);
|
||||
input.position = mul(input.position, view);
|
||||
input.position = mul(input.position, projection);
|
||||
|
||||
return input;
|
||||
}
|
||||
|
||||
PS_OUTPUT PS(PSInput input) {
|
||||
PS_OUTPUT output;
|
||||
|
||||
output.color.rgb = color.rgb;
|
||||
output.color.a = 1.0;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
BEGIN
|
||||
@@ -1,8 +1,8 @@
|
||||
ui_full_size_background :: (identifier: s64 = 0, loc := #caller_location) {
|
||||
ui_full_size_background :: (color: Color = .{0,0,0,1}, identifier: s64 = 0, loc := #caller_location) {
|
||||
ui_set_next_size_x(.PIXELS, xx engine.renderer.render_target_width);
|
||||
ui_set_next_size_y(.PIXELS, xx engine.renderer.render_target_height);
|
||||
|
||||
ui_set_next_background_color(.{0.0, 0.0, 0.0, 1.0});
|
||||
ui_set_next_background_color(color);
|
||||
|
||||
background := ui_box_make(.DRAW_BACKGROUND, hash=get_hash(loc, identifier));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user