Files
funnygame/engine/brush.cpp
2025-05-26 17:44:50 +03:00

111 lines
2.7 KiB
C++

#include "brush.h"
#include "physics.h"
#include "rendering.h"
#include "tier0/platform.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlvector.h"
void CBrushEntity::Precache()
{
}
void CBrushEntity::Spawn()
{
CUtlBuffer<uint32_t> indicies(m_mesh.GetSize()*3);
for (uint32_t i = 0;i<indicies.GetSize();i++)
{
indicies[i]=i;
}
CUtlBuffer<Point<float>> triangles(m_mesh.GetSize()*3);
uint32_t i = 0;
for (auto tri: m_mesh)
{
V_memcpy(&triangles[i],tri.location,36);
i+=1;
}
V_printf("indicides %i\n",indicies.GetSize());
V_printf("vertices %i\n",triangles.GetSize());
px_collider_params params = {};
params.friction = 0;
m_collider = px_trimesh((Point<float>*)triangles.GetMemory(), triangles.GetSize(), (uint32_t(*)[3])indicies.GetMemory(), indicies.GetSize()/3 ,params);
px_matrix mat = {};
mat.m[0] = 1;
mat.m[4] = 1;
mat.m[9] = 1;
mat.m[15] = 1;
px_rigidbody_params param = {};
param.gravity_scale = 1;
m_body = px_staticbody(px, m_collider, mat);
};
void CBrushEntity::Destroy()
{
}
void CBrushEntity::Think( float fDelta )
{
};
void C_BrushEntity::Precache()
{
CBrushEntity* pBrushEntity = dynamic_cast<CBrushEntity*>(pEntity);
if (!pBrushEntity)
Plat_FatalErrorFunc("pEntity is not a CBrushEntity");
}
void C_BrushEntity::Spawn()
{
struct Vertex_t
{
float position[3];
float uv[2];
};
pAlbedo = ITextureManager::LoadTexture("gfx/bricks.png");
CBrushEntity* pBrushEntity = (CBrushEntity*)pEntity;
uint32_t numVertices = 15*pBrushEntity->m_mesh.GetSize();
vertexBuffer = IBrushRenderer::CreateVertexBuffer(numVertices*4);
Vertex_t *pTriangles = (Vertex_t*)vertexBuffer->Map();
uint32_t i = 0;
for (auto &triangle: pBrushEntity->m_mesh)
{
pTriangles[i].position[0] = triangle.location[0];
pTriangles[i].position[1] = triangle.location[1];
pTriangles[i].position[2] = triangle.location[2];
pTriangles[i].uv[0] = triangle.uv[0];
pTriangles[i].uv[1] = triangle.uv[1];
pTriangles[i+1].position[0] = triangle.location[3];
pTriangles[i+1].position[1] = triangle.location[4];
pTriangles[i+1].position[2] = triangle.location[5];
pTriangles[i+1].uv[0] = triangle.uv[2];
pTriangles[i+1].uv[1] = triangle.uv[3];
pTriangles[i+2].position[0] = triangle.location[6];
pTriangles[i+2].position[1] = triangle.location[7];
pTriangles[i+2].position[2] = triangle.location[8];
pTriangles[i+2].uv[0] = triangle.uv[4];
pTriangles[i+2].uv[1] = triangle.uv[5];
i+=3;
}
vertexBuffer->Unmap();
mesh = IBrushRenderer::CreateMesh();
mesh->SetVertexBuffer(vertexBuffer);
};
void C_BrushEntity::Destroy()
{
}
void C_BrushEntity::Think( float fDelta )
{
material.m.albedo = ITextureManager::GetTexture(pAlbedo);
IBrushRenderer::SetMaterial(&material);
mesh->Draw();
};