Now only drawing navmesh if selected + properly serialized

This commit is contained in:
Antoine Pilote
2024-08-05 23:48:41 -04:00
parent 67b5a94613
commit ca1d17e058
8 changed files with 47 additions and 34 deletions

View File

@@ -22,6 +22,7 @@
#include <src/Scene/Components/ParticleEmitterComponent.h>
#include <src/Scene/Components/BoneComponent.h>
#include <src/Scene/Components/AudioEmitterComponent.h>
#include <DetourDebugDraw.h>
GizmoDrawer::GizmoDrawer(EditorInterface* editor)
@@ -175,6 +176,23 @@ void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
}
}
void GizmoDrawer::DrawNavMesh(Ref<Scene> scene, bool occluded)
{
auto cam = Engine::GetCurrentScene()->m_EditorCamera;
auto navVolumesView = scene->m_Registry.view<TransformComponent, NavMeshVolumeComponent>();
for (auto e : navVolumesView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, navmesh] = scene->m_Registry.get<TransformComponent, NavMeshVolumeComponent>(e);
duDebugDrawNavMesh(&m_DebugDrawer, *navmesh.NavMeshData->GetNavMesh(), DU_DRAWNAVMESH_OFFMESHCONS);
}
}
void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
{
using namespace Nuake;