collision stuff
been working on a collider system.
still pretty early and not hooked into EngineLib yet, but most of the basic backend + editor stuff is there
planning to expose it to scripts in a similar way to how Unity handles collision callbacks / triggers, but that’s for later…….
collision
added a new ColliderComponent with:
- box and circle colliders
- offsets
- size / radius
- trigger support
collision system currently handles:
- box vs box
- circle vs circle
- box vs circle
- collision normals + penetration depth
- ‘trigger’ collisions
also added a CollisionWorld that keeps track of collisions between frames and generates Enter, Stay, and Exit events. mostly groundwork for when I hook this into EngineLib…
collider editing
colliders are editable from the editor
theres a collider inspector widget for changing the shape, offset, size/radius, and whether it’s a trigger, plus a viewport gizmo for directly moving and resizing them
collider edits also go through the undo system, because every new editor feature needs to become an undo/redo problem eventually……… :D
other editor fixes
- entity copy/paste now copies the whole child hierarchy instead of only the selected entity
- pasted hierarchies keep their parent relationships
- added copy/paste to the entity and UI context menus
- fixed stale entity / UI selections after the thing being selected gets deleted
- fixed single-key shortcuts like
V,T,R, etc. firing while Ctrl/Alt/Shift was held - keyboard camera movement no longer fights with Ctrl/Alt shortcuts
- a few smaller include / cleanup things
mostly collision work though. next step is probably getting the collision events into EngineLib and experimentiung w. it
its still a bit jank of course but it works i guess :DDDDD
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