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authorMegaMech <MegaMech@users.noreply.github.com>2025-02-10 15:05:53 -0700
committerGitHub <noreply@github.com>2025-02-10 15:05:53 -0700
commit6a629fcaa946ea564e8348ead2ada6dbefd6c175 (patch)
treebc54da17ff8a94f974a1697f4387fda1ddf47e86 /src/engine/actors
parenta6ecc276e947fbd4f720fe2714ce23e9216070e7 (diff)
Add Ship (#191)
* Compile works now * Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course
Diffstat (limited to 'src/engine/actors')
-rw-r--r--src/engine/actors/Ship.cpp61
-rw-r--r--src/engine/actors/Ship.h34
-rw-r--r--src/engine/actors/SpaghettiShip.cpp80
-rw-r--r--src/engine/actors/SpaghettiShip.h28
-rw-r--r--src/engine/actors/Starship.cpp49
-rw-r--r--src/engine/actors/Starship.h25
6 files changed, 277 insertions, 0 deletions
diff --git a/src/engine/actors/Ship.cpp b/src/engine/actors/Ship.cpp
new file mode 100644
index 000000000..148b883eb
--- /dev/null
+++ b/src/engine/actors/Ship.cpp
@@ -0,0 +1,61 @@
+#include "Ship.h"
+
+#include <libultra/gbi.h>
+
+extern "C" {
+#include "common_structs.h"
+#include "math_util.h"
+#include "main.h"
+#include "courses/harbour/ghostship_model.h"
+#include "courses/harbour/ship2_model.h"
+#include "courses/harbour/ship3_model.h"
+}
+
+AShip::AShip(FVector pos, AShip::Skin skin) {
+ Spawn = pos;
+ Spawn.y += 10;
+
+ switch(skin) {
+ case GHOSTSHIP:
+ _skin = ghostship_Plane_mesh;
+ break;
+ case SHIP2:
+ _skin = ship2_SoH_mesh;
+ break;
+ case SHIP3:
+ _skin = ship3_2Ship_mesh;
+ break;
+ }
+}
+
+void AShip::Tick() {
+ static float angle = 0.0f; // Keeps track of the ship's rotation around the circle
+ float radius = 150.0f; // The radius of the circular path
+ float speed = 0.01f; // Speed of rotation
+
+ angle += speed; // Increment the angle to move in a circle
+
+ // Update the position based on a circular path
+ Pos.x = Spawn.x + radius * cosf(angle);
+ Pos.z = Spawn.z + radius * sinf(angle);
+
+ // Rotate to face forward along the circle
+ Rot.yaw = -static_cast<int16_t>(angle * (32768.0f / M_PI / 2.0f));
+}
+
+void AShip::Draw(Camera *camera) {
+ Mat4 shipMtx;
+ Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
+ Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
+
+ gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
+ gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+
+ mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
+ mtxf_scale(shipMtx, 0.4);
+ if (render_set_position(shipMtx, 0) != 0) {
+ gSPDisplayList(gDisplayListHead++, _skin);
+ }
+}
+
+bool AShip::IsMod() { return true; }
diff --git a/src/engine/actors/Ship.h b/src/engine/actors/Ship.h
new file mode 100644
index 000000000..59ceb68a8
--- /dev/null
+++ b/src/engine/actors/Ship.h
@@ -0,0 +1,34 @@
+#pragma once
+
+#include <libultraship.h>
+#include <libultra/gbi.h>
+#include "engine/Actor.h"
+#include "CoreMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "assets/other_textures.h"
+}
+
+class AShip : public AActor {
+public:
+
+ enum Skin {
+ GHOSTSHIP,
+ SHIP2,
+ SHIP3,
+ };
+
+ explicit AShip(FVector pos, AShip::Skin);
+ virtual ~AShip() = default;
+
+ virtual void Tick() override;
+ virtual void Draw(Camera*) override;
+ virtual bool IsMod() override;
+
+ FVector Spawn;
+ FVector Pos;
+ FRotation Rot = {0, 0, 0};
+private:
+ Gfx* _skin;
+};
diff --git a/src/engine/actors/SpaghettiShip.cpp b/src/engine/actors/SpaghettiShip.cpp
new file mode 100644
index 000000000..d53b90f07
--- /dev/null
+++ b/src/engine/actors/SpaghettiShip.cpp
@@ -0,0 +1,80 @@
+#include "SpaghettiShip.h"
+
+#include <libultra/gbi.h>
+
+extern "C" {
+#include "common_structs.h"
+#include "math_util.h"
+#include "main.h"
+#include "courses/harbour/ship_model.h"
+}
+
+ASpaghettiShip::ASpaghettiShip(FVector pos) {
+ Spawn = pos;
+ Spawn.y += 10;
+}
+
+void ASpaghettiShip::Tick() {
+ static float angle = 0.0f; // Keeps track of the ship's rotation around the circle
+ float radius = 150.0f; // The radius of the circular path
+ float speed = 0.01f; // Speed of rotation
+
+ angle += speed; // Increment the angle to move in a circle
+
+ // Update the position based on a circular path
+ Pos.x = Spawn.x + radius * cosf(angle);
+ Pos.z = Spawn.z + radius * sinf(angle);
+
+ // Rotate to face forward along the circle
+ Rot.yaw = -static_cast<int16_t>(angle * (32768.0f / M_PI / 2.0f));
+
+
+ WheelRot.pitch += 500;
+}
+
+void ASpaghettiShip::Draw(Camera *camera) {
+ Mat4 shipMtx;
+ Mat4 objectMtx;
+ Mat4 resultMtx;
+ Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
+ Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
+ Vec3s rot = {WheelRot.pitch, WheelRot.yaw, WheelRot.roll};
+
+ gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
+ gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+
+ // empty/null mtx as a base
+ mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
+ mtxf_scale(shipMtx, 0.4);
+ if (render_set_position(shipMtx, 0) != 0) {}
+
+ // Render the ships hull
+ Vec3f hullPos2 = {0, 0, 0};
+ mtxf_translate(objectMtx, hullPos2);
+ mtxf_multiplication(resultMtx, shipMtx, objectMtx);
+ if (render_set_position(resultMtx, 3) != 0) {
+ gSPDisplayList(gDisplayListHead++, ship1_Spaghetti_mesh);
+ }
+
+ // Front tyre
+ Vec3f pos = {0, 0, 110};
+ mtxf_rotate_x(shipMtx, WheelRot.pitch);
+ mtxf_translate(objectMtx, pos);
+ mtxf_multiplication(resultMtx, shipMtx, objectMtx);
+ if (render_set_position(resultMtx, 3) != 0) {
+ gSPDisplayList(gDisplayListHead++, wheels_Spaghetti_002_mesh);
+ gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
+ }
+
+ // Back tyre
+ Vec3f pos2 = {0, 0, -165};
+ mtxf_rotate_x(shipMtx, WheelRot.pitch);
+ mtxf_translate(objectMtx, pos2);
+ mtxf_multiplication(resultMtx, shipMtx, objectMtx);
+ if (render_set_position(resultMtx, 3) != 0) {
+ gSPDisplayList(gDisplayListHead++, wheels_Spaghetti_002_mesh);
+ gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
+ }
+}
+
+bool ASpaghettiShip::IsMod() { return true; }
diff --git a/src/engine/actors/SpaghettiShip.h b/src/engine/actors/SpaghettiShip.h
new file mode 100644
index 000000000..1d0d656c5
--- /dev/null
+++ b/src/engine/actors/SpaghettiShip.h
@@ -0,0 +1,28 @@
+#pragma once
+
+#include <libultraship.h>
+#include <libultra/gbi.h>
+#include "engine/Actor.h"
+#include "CoreMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "assets/other_textures.h"
+}
+
+class ASpaghettiShip : public AActor {
+public:
+ explicit ASpaghettiShip(FVector pos);
+ virtual ~ASpaghettiShip() = default;
+
+ virtual void Tick() override;
+ virtual void Draw(Camera*) override;
+ virtual bool IsMod() override;
+
+ FVector Spawn;
+ FVector Pos;
+ FRotation Rot = {0, 0, 0};
+ FRotation WheelRot = {0, 0, 0};
+private:
+ f32 scale;
+};
diff --git a/src/engine/actors/Starship.cpp b/src/engine/actors/Starship.cpp
new file mode 100644
index 000000000..bc201b84a
--- /dev/null
+++ b/src/engine/actors/Starship.cpp
@@ -0,0 +1,49 @@
+#include "Starship.h"
+
+#include <libultra/gbi.h>
+
+extern "C" {
+#include "common_structs.h"
+#include "math_util.h"
+#include "main.h"
+#include "courses/harbour/starship_model.h"
+}
+
+AStarship::AStarship(FVector pos) {
+ Spawn = pos;
+}
+
+void AStarship::Tick() {
+ static float angle = 0.0f;
+ float radius = 150.0f;
+ float speed = 0.01f;
+
+ angle += speed;
+
+ // Move relative to the initial position
+ Pos.x = Spawn.x + radius * cosf(angle);
+ Pos.z = Spawn.z + radius * sinf(angle);
+
+ // Keep y from changing (or adjust it if necessary)
+ Pos.y = Spawn.y;
+
+ // Rotate to face forward along the circle
+ Rot.yaw = angle * (180.0f / M_PI) + 90.0f;
+}
+
+void AStarship::Draw(Camera *camera) {
+ Mat4 shipMtx;
+ Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
+ Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
+
+ gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
+ gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+
+ mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
+ mtxf_scale(shipMtx, 1.5);
+ if (render_set_position(shipMtx, 0) != 0) {
+ gSPDisplayList(gDisplayListHead++, starship_Cube_mesh);
+ }
+}
+
+bool AStarship::IsMod() { return true; }
diff --git a/src/engine/actors/Starship.h b/src/engine/actors/Starship.h
new file mode 100644
index 000000000..390aed2ea
--- /dev/null
+++ b/src/engine/actors/Starship.h
@@ -0,0 +1,25 @@
+#pragma once
+
+#include <libultraship.h>
+#include <libultra/gbi.h>
+#include "engine/Actor.h"
+#include "CoreMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "assets/other_textures.h"
+}
+
+class AStarship : public AActor {
+public:
+ explicit AStarship(FVector pos);
+ virtual ~AStarship() = default;
+
+ virtual void Tick() override;
+ virtual void Draw(Camera*) override;
+ virtual bool IsMod() override;
+
+ FVector Spawn;
+ FVector Pos;
+ FRotation Rot = {0, 0, 0};
+};