Storm backup

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KP 2024-07-30 21:55:11 -05:00
parent 62dd36d7d6
commit 5ebd128f5b
6 changed files with 3416 additions and 99 deletions

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@ -182,6 +182,7 @@
<ClCompile Include="ext\src\clipper2\clipper.rectclip.cpp" /> <ClCompile Include="ext\src\clipper2\clipper.rectclip.cpp" />
<ClCompile Include="ext\src\clipper\clipper.cpp" /> <ClCompile Include="ext\src\clipper\clipper.cpp" />
<ClCompile Include="ext\src\imgui\imgui.cpp" /> <ClCompile Include="ext\src\imgui\imgui.cpp" />
<ClCompile Include="ext\src\imgui\ImGuizmo.cpp" />
<ClCompile Include="ext\src\imgui\imgui_demo.cpp" /> <ClCompile Include="ext\src\imgui\imgui_demo.cpp" />
<ClCompile Include="ext\src\imgui\imgui_draw.cpp" /> <ClCompile Include="ext\src\imgui\imgui_draw.cpp" />
<ClCompile Include="ext\src\imgui\imgui_impl_opengl3.cpp" /> <ClCompile Include="ext\src\imgui\imgui_impl_opengl3.cpp" />

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@ -99,6 +99,7 @@
<ClCompile Include="src\KP3D_Raycast.cpp" /> <ClCompile Include="src\KP3D_Raycast.cpp" />
<ClCompile Include="src\KP3D_Material.cpp" /> <ClCompile Include="src\KP3D_Material.cpp" />
<ClCompile Include="src\KP3D_Resources.cpp" /> <ClCompile Include="src\KP3D_Resources.cpp" />
<ClCompile Include="ext\src\imgui\ImGuizmo.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include=".clang-format" /> <None Include=".clang-format" />

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@ -0,0 +1,272 @@
// https://github.com/CedricGuillemet/ImGuizmo
// v 1.89 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -------------------------------------------------------------------------------------------
// History :
// 2019/11/03 View gizmo
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
// 2016/08/31 First version
//
// -------------------------------------------------------------------------------------------
// Future (no order):
//
// - Multi view
// - display rotation/translation/scale infos in local/world space and not only local
// - finish local/world matrix application
// - OPERATION as bitmask
//
// -------------------------------------------------------------------------------------------
// Example
#if 0
void EditTransform(const Camera& camera, matrix_t& matrix)
{
static ImGuizmo::OPERATION mCurrentGizmoOperation(ImGuizmo::ROTATE);
static ImGuizmo::MODE mCurrentGizmoMode(ImGuizmo::WORLD);
if (ImGui::IsKeyPressed(90))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsKeyPressed(69))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
if (ImGui::IsKeyPressed(82)) // r Key
mCurrentGizmoOperation = ImGuizmo::SCALE;
if (ImGui::RadioButton("Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE))
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
ImGui::SameLine();
if (ImGui::RadioButton("Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE))
mCurrentGizmoOperation = ImGuizmo::ROTATE;
ImGui::SameLine();
if (ImGui::RadioButton("Scale", mCurrentGizmoOperation == ImGuizmo::SCALE))
mCurrentGizmoOperation = ImGuizmo::SCALE;
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents(matrix.m16, matrixTranslation, matrixRotation, matrixScale);
ImGui::InputFloat3("Tr", matrixTranslation, 3);
ImGui::InputFloat3("Rt", matrixRotation, 3);
ImGui::InputFloat3("Sc", matrixScale, 3);
ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, matrix.m16);
if (mCurrentGizmoOperation != ImGuizmo::SCALE)
{
if (ImGui::RadioButton("Local", mCurrentGizmoMode == ImGuizmo::LOCAL))
mCurrentGizmoMode = ImGuizmo::LOCAL;
ImGui::SameLine();
if (ImGui::RadioButton("World", mCurrentGizmoMode == ImGuizmo::WORLD))
mCurrentGizmoMode = ImGuizmo::WORLD;
}
static bool useSnap(false);
if (ImGui::IsKeyPressed(83))
useSnap = !useSnap;
ImGui::Checkbox("", &useSnap);
ImGui::SameLine();
vec_t snap;
switch (mCurrentGizmoOperation)
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3("Snap", &snap.x);
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat("Angle Snap", &snap.x);
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat("Scale Snap", &snap.x);
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect(0, 0, io.DisplaySize.x, io.DisplaySize.y);
ImGuizmo::Manipulate(camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL);
}
#endif
#pragma once
#ifdef USE_IMGUI_API
#include "imconfig.h"
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUIZMO_NAMESPACE
#define IMGUIZMO_NAMESPACE ImGuizmo
#endif
namespace IMGUIZMO_NAMESPACE
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
IMGUI_API void SetDrawlist(ImDrawList* drawlist = nullptr);
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
// this is necessary because when imguizmo is compiled into a dll, and imgui into another
// globals are not shared between them.
// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
// expose method to set imgui context
IMGUI_API void SetImGuiContext(ImGuiContext* ctx);
// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
IMGUI_API bool IsOver();
// return true if mouse IsOver or if the gizmo is in moving state
IMGUI_API bool IsUsing();
// return true if any gizmo is in moving state
IMGUI_API bool IsUsingAny();
// enable/disable the gizmo. Stay in the state until next call to Enable.
// gizmo is rendered with gray half transparent color when disabled
IMGUI_API void Enable(bool enable);
// helper functions for manualy editing translation/rotation/scale with an input float
// translation, rotation and scale float points to 3 floats each
// Angles are in degrees (more suitable for human editing)
// example:
// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
// ImGui::InputFloat3("Tr", matrixTranslation, 3);
// ImGui::InputFloat3("Rt", matrixRotation, 3);
// ImGui::InputFloat3("Sc", matrixScale, 3);
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
//
// These functions have some numerical stability issues for now. Use with caution.
IMGUI_API void DecomposeMatrixToComponents(const float* matrix, float* translation, float* rotation, float* scale);
IMGUI_API void RecomposeMatrixFromComponents(const float* translation, const float* rotation, const float* scale, float* matrix);
IMGUI_API void SetRect(float x, float y, float width, float height);
// default is false
IMGUI_API void SetOrthographic(bool isOrthographic);
// Render a cube with face color corresponding to face normal. Usefull for debug/tests
IMGUI_API void DrawCubes(const float* view, const float* projection, const float* matrices, int matrixCount);
IMGUI_API void DrawGrid(const float* view, const float* projection, const float* matrix, const float gridSize);
// call it when you want a gizmo
// Needs view and projection matrices.
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
// translation is applied in world space
enum OPERATION
{
TRANSLATE_X = (1u << 0),
TRANSLATE_Y = (1u << 1),
TRANSLATE_Z = (1u << 2),
ROTATE_X = (1u << 3),
ROTATE_Y = (1u << 4),
ROTATE_Z = (1u << 5),
ROTATE_SCREEN = (1u << 6),
SCALE_X = (1u << 7),
SCALE_Y = (1u << 8),
SCALE_Z = (1u << 9),
BOUNDS = (1u << 10),
SCALE_XU = (1u << 11),
SCALE_YU = (1u << 12),
SCALE_ZU = (1u << 13),
TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
SCALE = SCALE_X | SCALE_Y | SCALE_Z,
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
UNIVERSAL = TRANSLATE | ROTATE | SCALEU
};
inline OPERATION operator|(OPERATION lhs, OPERATION rhs)
{
return static_cast<OPERATION>(static_cast<int>(lhs) | static_cast<int>(rhs));
}
enum MODE
{
LOCAL,
WORLD
};
IMGUI_API bool Manipulate(const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL);
//
// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
// other software are using the same mechanics. But just in case, you are now warned!
//
IMGUI_API void ViewManipulate(float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
// use this version if you did not call Manipulate before and you are just using ViewManipulate
IMGUI_API void ViewManipulate(float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor);
IMGUI_API void SetID(int id);
// return true if the cursor is over the operation's gizmo
IMGUI_API bool IsOver(OPERATION op);
IMGUI_API void SetGizmoSizeClipSpace(float value);
// Allow axis to flip
// When true (default), the guizmo axis flip for better visibility
// When false, they always stay along the positive world/local axis
IMGUI_API void AllowAxisFlip(bool value);
// Configure the limit where axis are hidden
IMGUI_API void SetAxisLimit(float value);
// Configure the limit where planes are hiden
IMGUI_API void SetPlaneLimit(float value);
enum COLOR
{
DIRECTION_X, // directionColor[0]
DIRECTION_Y, // directionColor[1]
DIRECTION_Z, // directionColor[2]
PLANE_X, // planeColor[0]
PLANE_Y, // planeColor[1]
PLANE_Z, // planeColor[2]
SELECTION, // selectionColor
INACTIVE, // inactiveColor
TRANSLATION_LINE, // translationLineColor
SCALE_LINE,
ROTATION_USING_BORDER,
ROTATION_USING_FILL,
HATCHED_AXIS_LINES,
TEXT,
TEXT_SHADOW,
COUNT
};
struct Style
{
IMGUI_API Style();
float TranslationLineThickness; // Thickness of lines for translation gizmo
float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
float RotationLineThickness; // Thickness of lines for rotation gizmo
float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
float ScaleLineThickness; // Thickness of lines for scale gizmo
float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
float HatchedAxisLineThickness; // Thickness of hatched axis lines
float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
ImVec4 Colors[COLOR::COUNT];
};
IMGUI_API Style& GetStyle();
}

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@ -1,6 +1,7 @@
#include "Editor.h" #include "Editor.h"
#include <imgui.h> #include <imgui.h>
#include <ImGuizmo.h>
#include "KP3D_Renderer3D.h" #include "KP3D_Renderer3D.h"
#include "KP3D_StaticMesh.h" #include "KP3D_StaticMesh.h"
@ -16,6 +17,7 @@
#include "Sandbox.h" #include "Sandbox.h"
namespace { namespace {
constexpr float MIN_DISTANCE_FROM_PLAYER = 0.1f; constexpr float MIN_DISTANCE_FROM_PLAYER = 0.1f;
constexpr float MAX_DISTANCE_FROM_PLAYER = 100.0f; constexpr float MAX_DISTANCE_FROM_PLAYER = 100.0f;
@ -58,116 +60,26 @@ void Editor::Update()
KEY_SHORTCUT(SPACE, m_mode = MODE_NORMAL); KEY_SHORTCUT(SPACE, m_mode = MODE_NORMAL);
KEY_SHORTCUT(V, m_mode = MODE_BUILD); KEY_SHORTCUT(V, m_mode = MODE_BUILD);
KEY_SHORTCUT(C, m_mode = MODE_SECTOR_EDIT);
if (anything_hovered) if (anything_hovered)
return; return;
if (m_mode == MODE_BUILD) switch (m_mode)
{ {
UpdateModeBuild(); case MODE_BUILD: UpdateModeBuild(); break;
return; case MODE_NORMAL: UpdateModeNormal(); break;
}
// Raycast through everything on the map
if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT))
{
using namespace kp3d;
struct Target
{
Vec3 position;
float distance;
RenderBatch3D* b;
};
std::vector<Target> targets;
for (RenderBatch3D& b : sandbox->map.GetMeshRef().GetBatchesRef())
{
for (size_t i = 0; i < b.vertex_data.size(); i += 3)
{
Vec3 pos;
Triangle tri = { b.vertex_data[i].position, b.vertex_data[i + 1].position, b.vertex_data[i + 2].position };
auto ray = GetRayFromCamera(sandbox->camera);
bool raycast = RayIntersectsTriangle(ray[0], ray[1], &tri, pos);
if (raycast)
{
float dist = sqrtf(
pow(pos.x - sandbox->camera.position.x, 2) +
pow(pos.y - sandbox->camera.position.y, 2) +
pow(pos.z - sandbox->camera.position.z, 2)
);
targets.push_back({ pos, dist, &b });
}
}
if (!targets.empty())
{
std::sort(targets.begin(), targets.end(), [&](const Target& a, const Target& b) { return a.distance > b.distance; });
const Target& target = targets.back();
if (editor_hovered_batch.empty())
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
else
{
try
{
const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
const auto& target_info = std::any_cast<kp3d::BatchSectorInfo>(target.b->userdata);
if (info.wall && target_info.wall)
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
else if (info.flat && target_info.flat)
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
}
catch (std::bad_any_cast& e)
{
KP3D_LOG_ERROR("Bad any cast: {}", e.what());
}
}
}
else
{
// editor_hovered_batch = nullptr;
if (!sandbox->IsKeyDown(kp3d::KEY_LSHIFT))
{
editor_hovered_batch.clear();
}
}
}
sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_LEFT);
} }
} }
void Editor::RenderMap() void Editor::RenderMap()
{ {
// Render the map grid
sandbox->map.RenderGrid(); sandbox->map.RenderGrid();
// Render the points we're drawing switch (m_mode)
if (points.size() > 1)
{ {
for (int i = 0; i < points.size() - 1; i++) case MODE_BUILD: RenderModeBuild(); break;
RenderLine(points[i], points[i + 1], 0xFF00FFFF); case MODE_NORMAL: RenderModeNormal(); break;
} }
if (points.size() > 0)
RenderLine(points.back(), m_stem_pos, 0xFFFF00FF);
// Render the "stem"
auto ray = kp3d::GetRayFromCamera(sandbox->camera);
kp3d::Vec3 pos{5,0,0};
float dist = 0.0f;
kp3d::Triangle tri0 = {{sandbox->map.grid_box[0], sandbox->map.grid_box[1], sandbox->map.grid_box[2]}, 0, 0};
kp3d::Triangle tri1 = {{sandbox->map.grid_box[3], sandbox->map.grid_box[4], sandbox->map.grid_box[5]}, 0, 0};
bool on_grid = kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri0, pos) || kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri1, pos);
pos.x = Align(pos.x, 1.0f);
pos.z = Align(pos.z, 1.0f);
RenderStem(pos);
m_stem_pos = pos;
} }
void Editor::RenderStem(kp3d::Vec3 position) void Editor::RenderStem(kp3d::Vec3 position)
@ -285,6 +197,142 @@ void Editor::UpdateModeBuild()
} }
} }
void Editor::RenderModeBuild()
{
// Render the points we're drawing
if (points.size() > 1)
{
for (int i = 0; i < points.size() - 1; i++)
RenderLine(points[i], points[i + 1], 0xFF00FFFF);
}
if (points.size() > 0)
RenderLine(points.back(), m_stem_pos, 0xFFFF00FF);
// Render the "stem"
auto ray = kp3d::GetRayFromCamera(sandbox->camera);
kp3d::Vec3 pos{5,0,0};
float dist = 0.0f;
kp3d::Triangle tri0 = {{sandbox->map.grid_box[0], sandbox->map.grid_box[1], sandbox->map.grid_box[2]}, 0, 0};
kp3d::Triangle tri1 = {{sandbox->map.grid_box[3], sandbox->map.grid_box[4], sandbox->map.grid_box[5]}, 0, 0};
bool on_grid = kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri0, pos) || kp3d::RayIntersectsTriangle(ray[0], ray[1], &tri1, pos);
pos.x = Align(pos.x, 1.0f);
pos.z = Align(pos.z, 1.0f);
RenderStem(pos);
m_stem_pos = pos;
}
void Editor::UpdateModeNormal()
{
using namespace kp3d;
// Raycast through everything on the map
if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT))
{
struct Target
{
Vec3 position;
float distance;
RenderBatch3D* b;
};
std::vector<Target> targets;
for (RenderBatch3D& b : sandbox->map.GetMeshRef().GetBatchesRef())
{
for (size_t i = 0; i < b.vertex_data.size(); i += 3)
{
Vec3 pos;
Triangle tri = { b.vertex_data[i].position, b.vertex_data[i + 1].position, b.vertex_data[i + 2].position };
auto ray = GetRayFromCamera(sandbox->camera);
bool raycast = RayIntersectsTriangle(ray[0], ray[1], &tri, pos);
if (raycast)
{
float dist = sqrtf(
pow(pos.x - sandbox->camera.position.x, 2) +
pow(pos.y - sandbox->camera.position.y, 2) +
pow(pos.z - sandbox->camera.position.z, 2)
);
targets.push_back({ pos, dist, &b });
}
}
if (!targets.empty())
{
std::sort(targets.begin(), targets.end(), [&](const Target& a, const Target& b) { return a.distance > b.distance; });
const Target& target = targets.back();
if (editor_hovered_batch.empty())
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
else
{
try
{
const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
const auto& target_info = std::any_cast<kp3d::BatchSectorInfo>(target.b->userdata);
if (info.wall && target_info.wall)
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
else if (info.flat && target_info.flat)
{
if (std::find(editor_hovered_batch.begin(), editor_hovered_batch.end(), target.b) == editor_hovered_batch.end())
editor_hovered_batch.push_back(target.b);
}
}
catch (std::bad_any_cast& e)
{
KP3D_LOG_ERROR("Bad any cast: {}", e.what());
}
}
}
else
{
// editor_hovered_batch = nullptr;
if (!sandbox->IsKeyDown(kp3d::KEY_LSHIFT))
{
editor_hovered_batch.clear();
}
}
}
sandbox->MouseButtonReset(kp3d::MOUSE_BUTTON_LEFT);
}
if (!editor_hovered_batch.empty())
{
try
{
const auto& info = std::any_cast<kp3d::BatchSectorInfo>(kp3d::editor_hovered_batch[0]->userdata);
if (info.wall)
{
// Find where this wall is in the sector graph.
// We need the following info:
// - The index of this wall and the one it's connected to (i.e. the wall whose end point is the start of this one)
// - The indices of any walls in neighboring sectors this one is connected to (e.g. portals)
for (const auto& sp: sandbox->map.sectors)
{
for (int i = 0; i < sp->walls.size(); i++)
{
const Wall& wall = sp->walls[i];
const Wall& neighbor = sp->walls[(i - 1) % sp->walls.size()];
if (&wall == info.wall)
{
}
}
}
}
}
catch (std::bad_any_cast& e)
{
KP3D_LOG_ERROR("Bad any cast: {}", e.what());
}
}
}
void Editor::RenderModeNormal()
{
}
void Editor::RenderUI() void Editor::RenderUI()
{ {
// Menu bar // Menu bar

View file

@ -9,7 +9,6 @@ enum EditMode
{ {
MODE_NORMAL, MODE_NORMAL,
MODE_BUILD, MODE_BUILD,
MODE_SECTOR_EDIT
}; };
enum MaterialType enum MaterialType
@ -33,9 +32,9 @@ public:
void RenderStem(kp3d::Vec3 position); void RenderStem(kp3d::Vec3 position);
void UpdateModeBuild(); void UpdateModeBuild();
void RenderModeBuild(); void RenderModeBuild();
void RenderModeSectorEdit(); void UpdateModeNormal();
void RenderModeNormal();
void RenderUI(); void RenderUI();
void RenderUIInfo(); void RenderUIInfo();