branchsbox/oog-map-loadingcancel
12 Commits over 0 Days - ∞cph!
Map has SceneMap and loads physics, Entities loaded from MapLoader
Add SceneMapLoader, only loader we can have right now without an entity system
Map uses physics world of loader, don't load physics if it's not provided
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
Move IEnginePVSManager to public, grab it through render service for now
Set scene world pvs from world ref voxel visibility
SimpleRenderScene grabs pvs from scene world
Get voxel visibility from world reference
Add StepSimulation that returns awake list to managed
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
Bind DestroyAggregateInstance
Move VPhysicsMotionType_t bind from game to engine
Create physics group from model
Bind phys aggregate resource handle
Bind CreateAggregateInstance
Test creating physics aggregate from world physics, in scene map for now