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Add functionality for rendering AABox, Circle, and OBox logic shape types and fix crash when changing logic shape type #225

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73 changes: 62 additions & 11 deletions dread_editor/level_data.py
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
import colorsys
import copy
import hashlib
import math
import os
import struct
import typing
Expand Down Expand Up @@ -289,19 +290,69 @@ def lerp_y(y):
if ("LOGICSHAPE" in actor.pComponents
and actor.pComponents.LOGICSHAPE["@type"] == 'CLogicShapeComponent'):
shape = actor.pComponents.LOGICSHAPE.pLogicShape
if shape is not None and shape["@type"] == 'game::logic::collision::CPolygonCollectionShape':
for poly in shape.oPolyCollection.vPolys:
vertices = []
for p in poly.oSegmentData:
vertices.append(
(lerp_x(p.vPos[0] + actor.vPos[0]),
lerp_y(p.vPos[1] + actor.vPos[1]))


if shape is not None and shape["@type"] == 'game::logic::collision::CAABoxShape2D':
try:
draw_list.add_rect(
lerp_x(shape.v2Min[0] + actor.vPos[0]),
lerp_y(shape.v2Min[1] + actor.vPos[1]),
lerp_x(shape.v2Max[0] + actor.vPos[0]),
lerp_y(shape.v2Max[1] + actor.vPos[1]),
color,
thickness=3,
)
except AttributeError:
pass
elif shape is not None and shape["@type"] == 'game::logic::collision::CCircleShape2D':
try:
draw_list.add_circle(
lerp_x(actor.vPos[0]),
lerp_y(actor.vPos[1]),
shape.fRadius,
color,
num_segments=32,
thickness=3,
)
except AttributeError:
pass
elif shape is not None and shape["@type"] == 'game::logic::collision::COBoxShape2D':
try:
angleSin = math.sin(shape.fDegrees)
angleCos = math.cos(shape.fDegrees)
draw_list.add_polyline(
vertices, color,
closed=poly.bClosed,
thickness=3,
)
[
(lerp_x((shape.v2Extent[0] * -1 * angleCos) - (shape.v2Extent[1] * angleSin) + actor.vPos[0]),
lerp_y((shape.v2Extent[0] * -1 * angleSin) + (shape.v2Extent[1] * angleCos) + actor.vPos[1])),
(lerp_x((shape.v2Extent[0] * angleCos) - (shape.v2Extent[1] * angleSin) + actor.vPos[0]),
lerp_y((shape.v2Extent[0] * angleSin) + (shape.v2Extent[1] * angleCos) + actor.vPos[1])),
(lerp_x((shape.v2Extent[0] * angleCos) - (shape.v2Extent[1] * -1 * angleSin) + actor.vPos[0]),
lerp_y((shape.v2Extent[0] * angleSin) + (shape.v2Extent[1] * -1 * angleCos) + actor.vPos[1])),
(lerp_x((shape.v2Extent[0] * -1 * angleCos) - (shape.v2Extent[1] * -1 * angleSin) + actor.vPos[0]),
lerp_y((shape.v2Extent[0] * -1 * angleSin) + (shape.v2Extent[1] * -1 * angleCos) + actor.vPos[1]))
],
color,
closed=poly.bClosed,
thickness=3,
)
except AttributeError:
pass
elif shape is not None and shape["@type"] == 'game::logic::collision::CPolygonCollectionShape':
try:
for poly in shape.oPolyCollection.vPolys:
vertices = []
for p in poly.oSegmentData:
vertices.append(
(lerp_x(p.vPos[0] + actor.vPos[0]),
lerp_y(p.vPos[1] + actor.vPos[1]))
)
draw_list.add_polyline(
vertices, color,
closed=poly.bClosed,
thickness=3,
)
except AttributeError:
pass

if self.highlighted_actors_in_canvas and imgui.is_window_hovered():
imgui.begin_tooltip()
Expand Down