Select stuff (hit detection is still off)
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@@ -6,6 +6,8 @@ use crate::input::InputState;
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use crate::vulkan::{RendererDescriptorSets, TextureHandle};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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use super::pipelines::vs;
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#[derive(Clone)]
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pub struct GameObject {
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pub mesh_index: usize,
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@@ -15,14 +17,15 @@ pub struct GameObject {
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pub rotation: Quaternion<f32>,
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pub scale: Vector3<f32>,
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pub children: Vec<GameObject>,
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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>
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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
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pub is_selected: bool
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle) -> GameObject {
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GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle, position: Vector3::new(0.0, 0.0, 0.0),
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
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descriptor_sets: vec![] }
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descriptor_sets: vec![], is_selected: false }
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}
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pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
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@@ -51,6 +54,13 @@ impl GameObject {
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self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
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}
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pub fn get_push_constants(&self) -> vs::ty::PushConstants {
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vs::ty::PushConstants {
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model: self.get_model_matrix().into(),
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is_selected: if self.is_selected { 0 } else { 1 },
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}
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}
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pub fn get_model_matrix(&self) -> Matrix4<f32> {
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let translation = Matrix4::from_translation(self.position);
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let rotation: Matrix4<f32> = self.rotation.into();
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