bsp_loader: create a cube of destiny for teleport destinations

This commit is contained in:
Quaternions 2025-03-10 13:44:31 -07:00
parent 31184d21da
commit 70fb970582

@ -209,6 +209,10 @@ pub fn convert<'a>(
color:glam::Vec4::W,
});
// THE CUBE OF DESTINY
let destination_mesh_id=model::MeshId::new(world_meshes.len() as u32);
world_meshes.push(crate::brush::unit_cube());
const WHITE:vbsp::Color=vbsp::Color{r:255,g:255,b:255};
const ENTITY_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=ATTRIBUTE_DECORATION;
const ENTITY_TRIGGER_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=ATTRIBUTE_INTERSECT_DEFAULT;
@ -454,13 +458,10 @@ pub fn convert<'a>(
let mut modes_list=Vec::new();
if let Some(spawn_point)=found_spawn{
// create a new mesh
let mesh_id=model::MeshId::new(world_meshes.len() as u32);
world_meshes.push(crate::brush::unit_cube());
// create a new model
let model_id=model::ModelId::new(world_models.len() as u32);
world_models.push(model::Model{
mesh:mesh_id,
mesh:destination_mesh_id,
attributes:ATTRIBUTE_INTERSECT_DEFAULT,
transform:integer::Planar64Affine3::from_translation(valve_transform(spawn_point.into())),
color:glam::Vec4::W,