Added editor functionality to edit bound boxes
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@@ -13,6 +13,7 @@
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#include "dialogue/DialogueSystem.h"
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#include "SparkEmitter.h"
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#include "TeleportZone.h"
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#include "LocationEditor.h"
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#include <functional>
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#include <cstdint>
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#include <unordered_map>
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@@ -99,28 +100,10 @@ namespace ZL
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std::function<void()> requestAdvanceDarklandsHud;
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// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
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bool navigationEditorMode = false;
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EditorMode editorMode = EditorMode::None;
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LocationEditor editor;
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std::vector<Eigen::Vector3f> navigationEditorPoints;
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VertexRenderStruct navigationEditorPointsMesh;
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std::vector<VertexRenderStruct> navigationEditorNavMeshes;
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std::vector<std::string> navigationMapPaths;
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int navigationEditorObstacleCounter = 0;
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void navigationEditorBuildNavMeshes();
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void navigationEditorDrawNavigation();
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void navigationEditorRebuildPointsMesh();
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void navigationEditorDrawPoints();
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void navigationEditorHandleLeftClick(const Eigen::Vector3f& hit, bool ctrlHeld);
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void navigationEditorHandleRightClick();
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void navigationEditorSave();
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void navigationEditorReload();
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void gameObjectEditorPlaceTree();
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void gameObjectEditorSave();
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std::vector<GameObjectData> editorPlacedObjects;
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int editorPlacedObjectCounter = 0;
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// Set by Game when the user's primary pointer (left mouse / single touch)
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// has crossed the tap-vs-drag threshold and is now rotating the camera.
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@@ -155,8 +138,9 @@ namespace ZL
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int getDialogueFlag(const std::string& flag) const;
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protected:
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friend class LocationEditor;
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Renderer& renderer;
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Inventory& inventory;
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Inventory& inventory;
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private:
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void resolveCharacterCollisions();
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