2021-11-30 21:29:18 -06:00
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#include "static_actor.h"
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//ADDMAKE(StaticActor);
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static struct mStaticActor *models[100];
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static int numModels = 0;
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static struct mStaticActor *shadow_casters[100];
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static int numShadowCasters = 0;
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struct mStaticActor *curActor = NULL;
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void staticactor_draw_dbg_color_pick(struct mShader *s)
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{
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for (int i = 0; i < numModels; i++) {
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shader_setvec3(s, "PickingColor", models[i]->obj.editor.color);
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setup_model_transform(&models[i]->obj.transform, s, 1.f);
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//models[i]->obj.draw(s);
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}
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}
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void staticactor_draw_models(struct mShader *s)
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{
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for (int i = 0; i < numModels; i++) {
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setup_model_transform(&models[i]->obj.transform, s, 1.f);
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draw_model(models[i]->model, s);
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}
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}
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void staticactor_draw_shadowcasters(struct mShader *s)
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{
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for (int i = 0; i < numShadowCasters; i++) {
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setup_model_transform(&shadow_casters[i]->obj.transform, s, 1.f);
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//models[i]->obj.draw(s);
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}
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}
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/*
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void StaticActor::serialize(FILE * file)
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{
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GameObject::serialize(file);
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SerializeBool(file, &castShadows);
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Serializecstr(file, currentModelPath);
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}
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void StaticActor::deserialize(FILE * file)
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{
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GameObject::deserialize(file);
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DeserializeBool(file, &castShadows);
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Deserializecstr(file, currentModelPath, MAXPATH);
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curActor = this;
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set_new_model(currentModelPath);
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}
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*/
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struct mStaticActor *MakeStaticActor(const char *modelPath)
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{
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struct mStaticActor *newsa =
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(struct mStaticActor *) malloc(sizeof(struct mStaticActor));
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newsa->model = GetExistingModel(modelPath);
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models[numModels++] = newsa;
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return newsa;
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}
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/*
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Serialize *make_staticactor()
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{
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StaticActor *nactor = (StaticActor *) malloc(sizeof(StaticActor));
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return nactor;
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}
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*/
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2022-08-12 14:03:56 -05:00
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#include "nuke.h"
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void staticactor_gui(struct mStaticActor *sa)
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{
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object_gui(&sa->obj);
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if (nk_tree_push(ctx, NK_TREE_NODE, "Model", NK_MINIMIZED)) {
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nk_checkbox_label(ctx, "Cast Shadows", &sa->castShadows);
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nk_labelf(ctx, NK_TEXT_LEFT, "Model path: %s", sa->currentModelPath);
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//ImGui::SameLine();
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if (nk_button_label(ctx, "Load model")) {
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//asset_command = set_new_model;
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curActor = sa;
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}
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}
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}
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