Small improvement to clipmap trigger generation code
This commit is contained in:
parent
b21e57ccc2
commit
f4838994f8
@ -886,28 +886,61 @@ namespace Assets
|
||||
clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, Utils::String::VA("maps/mp/%s.d3dbsp", name.data()), builder).mapEnts;
|
||||
|
||||
// add triggers to mapEnts
|
||||
/*
|
||||
std::list<Game::TriggerSlab> slabs;
|
||||
std::list<Game::TriggerHull> hulls;
|
||||
std::list<Game::TriggerModel> models;
|
||||
|
||||
for (int i = 0; i < clipMap->numCModels; ++i)
|
||||
std::vector<Game::TriggerSlab> slabs;
|
||||
std::vector<Game::TriggerHull> hulls;
|
||||
std::vector<Game::TriggerModel> models;
|
||||
|
||||
clipMap->mapEnts->trigger.count = clipMap->numSubModels;
|
||||
clipMap->mapEnts->trigger.hullCount = clipMap->numSubModels;
|
||||
clipMap->mapEnts->trigger.slabCount = 0;
|
||||
|
||||
for (int i = 0; i < clipMap->numSubModels; ++i)
|
||||
{
|
||||
Game::cLeafBrushNode_t* node = &clipMap->cLeafBrushNodes[clipMap->cModels[i].leaf.leafBrushNode];
|
||||
Game::TriggerHull trigHull = {};
|
||||
trigHull.bounds = clipMap->cmodels[i].bounds;
|
||||
trigHull.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
|
||||
|
||||
Game::TriggerModel trigMod = {};
|
||||
trigMod.hullCount = 1;
|
||||
trigMod.firstHull = 0;
|
||||
trigMod.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
|
||||
|
||||
auto* node = &clipMap->leafbrushNodes[clipMap->cmodels[i].leaf.leafBrushNode];
|
||||
|
||||
if (!node->leafBrushCount) continue; // skip empty brushes
|
||||
|
||||
int baseHull = hulls.size();
|
||||
for (int j = 0; j < node->leafBrushCount; ++j)
|
||||
{
|
||||
Game::cbrush_t* brush = &clipMap->cBrushes[node->data.leaf.brushes[j]];
|
||||
int baseSlab = slabs.size();
|
||||
auto* brush = &clipMap->brushes[node->data.leaf.brushes[j]];
|
||||
|
||||
auto baseSlab = slabs.size();
|
||||
for (int k = 0; k < brush->numsides; ++k)
|
||||
{
|
||||
Game::TriggerSlab curSlab;
|
||||
curSlab.dir[0] = brush->sides[k].plane->normal[0];
|
||||
curSlab.dir[1] = brush->sides[k].plane->normal[1];
|
||||
curSlab.dir[2] = brush->sides[k].plane->normal[2];
|
||||
curSlab.halfSize = brush->sides[k].plane->dist;
|
||||
curSlab.midPoint = 0.0f; // ??
|
||||
|
||||
slabs.emplace_back(curSlab);
|
||||
clipMap->mapEnts->trigger.slabCount++;
|
||||
}
|
||||
|
||||
trigHull.firstSlab = baseSlab;
|
||||
trigHull.slabCount = slabs.size() - baseSlab;
|
||||
}
|
||||
|
||||
models.emplace_back(trigMod);
|
||||
hulls.emplace_back(trigHull);
|
||||
}
|
||||
*/
|
||||
|
||||
clipMap->mapEnts->trigger.models = &models[0];
|
||||
clipMap->mapEnts->trigger.hulls = &hulls[0];
|
||||
clipMap->mapEnts->trigger.slabs = &slabs[0];
|
||||
|
||||
|
||||
// This mustn't be null and has to have at least 1 'valid' entry.
|
||||
if (!clipMap->smodelNodeCount || !clipMap->smodelNodes)
|
||||
|
Loading…
Reference in New Issue
Block a user