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authorMegaMech <MegaMech@users.noreply.github.com>2025-11-09 19:07:44 -0700
committerGitHub <noreply@github.com>2025-11-09 19:07:44 -0700
commitde9c5d510175bba11ab8704e67be3a3a94f9149e (patch)
tree34c42dbfe9f2a6eb5fbce5f6a31b532ff2a3f243 /src/engine/Actor.cpp
parent760fa3bf5226c2a6052a5d4d53fd0e27f2911e60 (diff)
Implement SpawnParams struct (#536)
* Impl SpawnParams * Added json submodule * Update json * Update * Works * Remove comment * Works refactor * Snowman and thwomp working * Impl hot air balloon * More progress * All OObjects are done * cleanup * Refactor 2Dpath to normal path * Update nlohmann json & fix compile * Rest of actors * MORE CHANGES * Finish actors * Done PR, some fix to collision viewer * Impl falling rocks * Add const * wip editor refactor * Property work * continue * Overridable editor properties * Actor saving/loading works now * Fix light alignment * Clarification * Impl penguin * params impl signs * properties impl falling rock * More property impls * impl air balloon * Add spawnParams to OObject Translate * Snowman translate better * impl hedgehog properly * properties impl trophy * thwomp progress * Finish impl properties * Fix compile * Fix cursor collisions * Move registered actors * Rename pathPoint XYZ to xyz * Fix editor pause bug * Clean up * Review comments * Remove SpawnParams struct from actor classes * Rename * Player Label First Iteration * Work now * Working 3d text * Fix boo bug * Finish AText actor * Fix spawnparams compile * Register AText * Finish Text Actor * Fix thwomp interpolation * Fix compile * Fix crab and hedgehog * Fix loading flagpole * Fix Hot Air Balloon * Turn zbuffer on for AText * Update --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Diffstat (limited to 'src/engine/Actor.cpp')
-rw-r--r--src/engine/Actor.cpp67
1 files changed, 63 insertions, 4 deletions
diff --git a/src/engine/Actor.cpp b/src/engine/Actor.cpp
index f3254fed0..c2526f392 100644
--- a/src/engine/Actor.cpp
+++ b/src/engine/Actor.cpp
@@ -1,13 +1,35 @@
#include <libultraship.h>
#include "Matrix.h"
-
#include "Actor.h"
+#include "engine/World.h"
+
+// Editor
+#include "engine/editor/Collision.h"
extern "C" {
#include "math_util.h"
}
AActor::AActor() {}
+AActor::AActor(SpawnParams params) {
+ ResourceName = "mk:actor"; // This needs to be overridden in derived classes
+ SpawnPos = params.Location.value_or(FVector{0.0f, 0.0f, 0.0f});
+ SpawnRot = params.Rotation.value_or(IRotator{0, 0, 0});
+ SpawnScale = params.Scale.value_or(FVector(0, 0, 0));
+ Speed = params.Speed.value_or(0.0f);
+}
+
+void AActor::BeginPlay() {
+ // This makes actors clickable in the editor
+ if (CVarGetInteger("gEditorEnabled", false) == true) {
+ if ((nullptr != Model) && (Model[0] != '\0')) {
+ // Prevent collision mesh from being generated extra times.
+ if (Triangles.size() == 0) {
+ Editor::GenerateCollisionMesh(this, (Gfx*)LOAD_ASSET_RAW(Model), 1.0f);
+ }
+ }
+ }
+}
// Virtual functions to be overridden by derived classes
void AActor::Tick() { }
@@ -20,15 +42,14 @@ void AActor::Draw(Camera *camera) {
ApplyMatrixTransformations(mtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
if (render_set_position(mtx, 0) != 0) {
- gSPDisplayList(gDisplayListHead++, Model);
+ gSPDisplayList(gDisplayListHead++, (Gfx*)Model);
}
}
}
void AActor::Collision(Player* player, AActor* actor) {}
void AActor::VehicleCollision(s32 playerId, Player* player){}
void AActor::Destroy() {
- // Set uuid to zero.
- memset(uuid, 0, sizeof(uuid));
+ bPendingDestroy = true;
}
bool AActor::IsMod() { return false; }
void AActor::SetLocation(FVector pos) {
@@ -39,3 +60,41 @@ void AActor::SetLocation(FVector pos) {
FVector AActor::GetLocation() const {
return FVector(Pos[0], Pos[1], Pos[2]);
}
+
+IRotator AActor::GetRotation() const {
+ IRotator rot;
+ rot.Set(Rot[0], Rot[1], Rot[2]);
+ return rot;
+}
+
+FVector AActor::GetScale() const {
+ return Scale;
+}
+
+void AActor::SetSpawnParams(SpawnParams& params) {
+ params.Name = ResourceName;
+ params.Location = SpawnPos;
+ params.Rotation = SpawnRot;
+ params.Scale = SpawnScale;
+ params.Speed = Speed;
+}
+
+void AActor::Translate(FVector pos) {
+ SpawnPos = pos;
+ Pos[0] = pos.x;
+ Pos[1] = pos.y;
+ Pos[2] = pos.z;
+}
+
+void AActor::Rotate(IRotator rot) {
+ SpawnRot = rot;
+ Rot[0] = rot.pitch;
+ Rot[1] = rot.yaw;
+ Rot[2] = rot.roll;
+}
+
+void AActor::SetScale(FVector scale) {
+ SpawnScale = scale;
+ Scale = scale;
+}
+