Added editor functionality to edit bound boxes
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@@ -16,6 +16,12 @@ namespace ZL {
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std::shared_ptr<Texture> textureDarklands;
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VertexRenderStruct mesh;
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std::string name;
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// Source paths and baked transform — populated by GameObjectLoader, used for serialization.
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std::string texturePath;
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std::string textureDarkandsPath;
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std::string meshPath;
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float meshRotationX = 0.f, meshRotationY = 0.f, meshRotationZ = 0.f;
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float meshScale = 1.f;
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};
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struct InteractiveObject {
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@@ -26,6 +32,14 @@ namespace ZL {
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float scale = 1.0f; // uniform scale
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float alpha = 1.0f; // opacity: 1=opaque, 0=fully transparent
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float interactionRadius;
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float approachRadius = 2.0f;
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Eigen::Vector3f boundsMin = Eigen::Vector3f::Zero();
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Eigen::Vector3f boundsMax = Eigen::Vector3f::Zero();
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Eigen::Vector3f interactionPosition = Eigen::Vector3f::Zero();
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// Original JSON position before mesh-centering offset applied at load time — needed for serialization.
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float jsonPositionX = 0.f, jsonPositionY = 0.f, jsonPositionZ = 0.f;
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bool hasInteractionPosition = false;
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bool isActive = true;
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bool isAnimating = false; // true while a timed animation is running
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std::string activateFunctionName;
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