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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/actors/Starship.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/actors/Starship.cpp')
-rw-r--r--src/engine/actors/Starship.cpp122
1 files changed, 113 insertions, 9 deletions
diff --git a/src/engine/actors/Starship.cpp b/src/engine/actors/Starship.cpp
index e104d0eb6..7723ac2d5 100644
--- a/src/engine/actors/Starship.cpp
+++ b/src/engine/actors/Starship.cpp
@@ -2,6 +2,7 @@
#include <libultra/gbi.h>
#include "Matrix.h"
+#include "port/Game.h"
extern "C" {
#include "common_structs.h"
@@ -10,26 +11,44 @@ extern "C" {
#include "courses/harbour/starship_model.h"
}
-AStarship::AStarship(FVector pos) {
+AStarship::AStarship(const SpawnParams& params) : AActor(params) {
Name = "Starship";
- Spawn = pos;
+ ResourceName = "hm:starship";
+ FVector pos = params.Location.value_or(FVector(0, 0, 0));
SetLocation(pos);
- Scale = FVector(1.5, 1.5, 1.5);
- Model = starship_Cube_mesh;
+ IRotator rot = params.Rotation.value_or(IRotator(0, 0, 0));
+ Rot[0] = rot.pitch;
+ Rot[1] = rot.yaw;
+ Rot[2] = rot.roll;
+ Scale = params.Scale.value_or(FVector(0, 0, 0));
+ Speed = params.Speed.value_or(0.01f);
+ SpeedB = params.SpeedB.value_or(150.0f);
+ Model = (const char*)starship_Cube_mesh;
+}
+
+void AStarship::SetSpawnParams(SpawnParams& params) {
+ AActor::SetSpawnParams(params);
+ params.SpeedB = SpeedB;
+}
+
+void AStarship::BeginPlay() {
+ // Prevent collision mesh from being generated extra times.
+ if (Triangles.size() == 0) {
+ Editor::GenerateCollisionMesh(this, (Gfx*)Model, 1.0f);
+ }
}
void AStarship::Tick() {
static float angle = 0.0f;
- float radius = 150.0f;
- float speed = 0.01f;
- angle += speed;
+ angle += Speed;
// Move relative to the initial position
FVector pos = GetLocation();
- pos.x = Spawn.x + radius * cosf(angle);
- pos.z = Spawn.z + radius * sinf(angle);
+ FVector spawn = SpawnPos;
+ pos.x = spawn.x + SpeedB * cosf(angle);
+ pos.z = spawn.z + SpeedB * sinf(angle);
SetLocation(pos);
// Keep y from changing (or adjust it if necessary)
@@ -40,3 +59,88 @@ void AStarship::Tick() {
}
bool AStarship::IsMod() { return true; }
+
+void AStarship::DrawEditorProperties() {
+ ImGui::Text("Location");
+ ImGui::SameLine();
+ FVector location = FVector(Pos[0], Pos[1], Pos[2]);
+ if (ImGui::DragFloat3("##Location", (float*)&location)) {
+ Translate(location);
+ gEditor.eObjectPicker.eGizmo.Pos = location;
+ }
+
+ ImGui::SameLine();
+ if (ImGui::Button(ICON_FA_UNDO "##ResetPos")) {
+ FVector location = FVector(0, 0, 0);
+ Translate(location);
+ gEditor.eObjectPicker.eGizmo.Pos = location;
+ }
+
+ ImGui::Text("Rotation");
+ ImGui::SameLine();
+
+ IRotator objRot = GetRotation();
+
+ // Convert to temporary int values (to prevent writing 32bit values to 16bit variables)
+ int rot[3] = {
+ objRot.pitch,
+ objRot.yaw,
+ objRot.roll
+ };
+
+ if (ImGui::DragInt3("##Rotation", rot, 5.0f)) {
+ for (size_t i = 0; i < 3; i++) {
+ // Wrap around 0–65535
+ rot[i] = (rot[i] % 65536 + 65536) % 65536;
+ }
+ IRotator newRot;
+ newRot.Set(
+ static_cast<uint16_t>(rot[0]),
+ static_cast<uint16_t>(rot[1]),
+ static_cast<uint16_t>(rot[2])
+ );
+ Rotate(newRot);
+ }
+
+ ImGui::SameLine();
+ if (ImGui::Button(ICON_FA_UNDO "##ResetRot")) {
+ IRotator rot = IRotator(0, 0, 0);
+ Rotate(rot);
+ }
+
+ FVector scale = GetScale();
+ ImGui::Text("Scale ");
+ ImGui::SameLine();
+
+ ImGui::DragFloat3("##Scale", (float*)&scale, 0.1f);
+ SetScale(scale);
+ ImGui::SameLine();
+ if (ImGui::Button(ICON_FA_UNDO "##ResetScale")) {
+ FVector scale = FVector(0.4f, 0.4f, 0.4f);
+ SetScale(scale);
+ }
+
+ ImGui::Text("Speed");
+ ImGui::SameLine();
+
+ float speed = Speed;
+ if (ImGui::DragFloat("##Speed", &speed, 0.01f)) {
+ Speed = speed;
+ }
+ ImGui::SameLine();
+ if (ImGui::Button(ICON_FA_UNDO "##ResetSpeed")) {
+ Speed = 0.0f;
+ }
+
+ ImGui::Text("Radius");
+ ImGui::SameLine();
+
+ float speed2 = SpeedB;
+ if (ImGui::DragFloat("##SpeedB", &speed2, 5.0f)) {
+ SpeedB = speed2;
+ }
+ ImGui::SameLine();
+ if (ImGui::Button(ICON_FA_UNDO "##ResetSpeedB")) {
+ SpeedB = 0.0f;
+ }
+}