Added C# -> Trenchbrom entity definition with reflection system

This commit is contained in:
Antoine Pilote
2024-08-30 21:44:08 -04:00
parent d46f74aa24
commit 85b41e9ea0
18 changed files with 439 additions and 107 deletions

View File

@@ -112,13 +112,13 @@ namespace Nuake
void PhysicsSystem::InitializeQuakeMap()
{
auto quakeBrushesView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent, ModelComponent>();
auto quakeBrushesView = m_Scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : quakeBrushesView)
{
const auto [transformComponent, brushComponent, modelComponent] = quakeBrushesView.get<TransformComponent, BSPBrushComponent, ModelComponent>(e);
const auto [transformComponent, brushComponent] = quakeBrushesView.get<TransformComponent, BSPBrushComponent>(e);
// Doesn't apply to non-solid brushes
if (!brushComponent.IsSolid)
if ((!brushComponent.IsSolid && !brushComponent.IsTrigger))
{
continue;
}
@@ -133,7 +133,7 @@ namespace Nuake
auto rigidBody = CreateRef<Physics::RigidBody>(0.0f, startPosition, startRotation, startTransform, collisionShape, entity);
brushComponent.Rigidbody.push_back(rigidBody);
rigidBody->SetIsTrigger(brushComponent.IsTrigger);
PhysicsManager::Get().RegisterBody(rigidBody);
}
}