Demos big update
-Added some more math functions -fixed many memory leaks -added AABB and BVHTree support to collision.d *BVHTree has only incrementally adding entities implemented by now (and bad BottomUp algorithm) *ECS Systems use two trees, one for static and one for dynamic entities, dynamic BVH is builded every frame from scratch by now -BrickBreaker now uses BVHTree to collision detection *balls only use tree for checks (they aren't adding to tree) -fixed bug leading to crash
This commit is contained in:
parent
96bbcb9956
commit
64dc099e0a
9 changed files with 973 additions and 70 deletions
|
|
@ -33,6 +33,11 @@ struct GUIManager
|
|||
int selected_template = 0;
|
||||
int selected_component = 0;
|
||||
|
||||
~this()
|
||||
{
|
||||
clear();
|
||||
}
|
||||
|
||||
void selectTemplate(int id)
|
||||
{
|
||||
if(templates.length == 0)return;
|
||||
|
|
@ -133,6 +138,7 @@ struct GUIManager
|
|||
edit_components.length = comp.component_id+1;//.extend(comp.component_id + 1);
|
||||
}
|
||||
//edit_components[comp.component_id] = ComponentEditGUI(name);
|
||||
if(edit_components[comp.component_id].variables)return;
|
||||
ComponentEditGUI comp_edit;
|
||||
comp_edit.name = T.stringof;
|
||||
//enum fields = __traits(allMembers, T);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue