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authorMegaMech <MegaMech@users.noreply.github.com>2025-05-14 18:30:32 -0600
committerGitHub <noreply@github.com>2025-05-14 18:30:32 -0600
commit32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 (patch)
treed374a84675fc0f49100c275aa34828bc9db538f8 /src/engine/editor/Collision.cpp
parent70f049cb6c326dede27e0ba7e88ac0d67b7651a4 (diff)
Impl new intro (#193)
* Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course * Impl new intro * Finish intro scene * Rename * Start Editor Work * raycast works * Fix ScreenRayTrace in widescreen * Basic Actor Picking * wip * Editor use vtx collision * gizmo work * otr works for object picking * Impl objects for editor * actor init * Update * Add all axis move (freemove) * Docking Windows works here * Setup imgui layout for editor * Editor Snap to Ground works * Basic Scene Explorer Works * Editor get actor names * Impl editor object names * impl Editor Play and Pause buttons * Editor translate works while paused * Fix freecam lighting * Added adjustable track properties to editor * Editor matrix, icons, rotation, impl light * Setup Track Properties 1 * Editor tooling wip * Load modded o2rs * Don't enable hud if editor is enabled * Updates * SceneManager nearly working * Fix mario kart 64 intro logo sizing * Fix Rotator * Finish new matrix translation code * Cleanup headers * Cleanup * Cleanup 2 * Cleanup 3 * Prevent divize by zero crash * Add visible circle for translate in all axis * Editor scaling/rot works properly now * Scale All_Axis evenly * Fixes to includes to work on Linux. * Removed overfilled arguments in gfx_create_framebuffer() * Added missing function definitions to Game.h * Editor sun face the camera * Add rotation model to gizmo * Add new handles * Failed attempt at transforming collision * Impl water volume * Import fast64 paths * water surface * Scene Setup 1 * Custom Track O2R almost working needs testing * Custom Track Load path O2r * Render custom track. Wip collision * Add missing function * Debug Spawning Custom O2R Track * Import courses working now * Fix memory leak * Remove New Track Button * Engine.cpp more consistent with sf64 * Fix Editor Enable Button * Editor Accurate mouse click drag objects * Editor selects closest object and cleanup * Gizmo rot and scale collision working * Remove constexpr from IRotator * Impl properties for location/rot/scale * Better Properties display, swap rot handles * Fix content browser dock and editor now disabled by default * Remove GameInfoWindow, Multiplayer Button, and FPS Slider * Disable Editor when its disabled * Add new logo to hm intro * Fix pause menu item box cursor * Remove minimap from Course::from_json and to_json * Impl Import Minimap * Fix custom minimap rendering * minimap uses extension .png * Refactor minimap * Freecam only for player 1 * GrandPrix Balloons work in custom track * Track Id is now std::string and outside of Props * Moved editor assets to be included in ship.o2r * Fixed GenerateO2R to package the correct folder and save to the correct filename * Linux specific changes. * Added "#include <stdio.h>" that required them * Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages. * Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.) * Revert "Moved editor assets to be included in ship.o2r" This reverts commit 05704c01f761baa67a83e357d9765f5c6b5e3fdb. * Added back files(this time without LUS changes) * Changed workflow file to use correct filename for assets file. * Missed a few spots in the workflow file. * Added .desktop file and made corrections to the main workflow. * Added the rest of upstream CMakeLists.txt * disabled USE_NETWORKING * New InverseMatrix * Renamed both .o2r files to be more accurate to its contents. * Reverted CmakeList.txt --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
Diffstat (limited to 'src/engine/editor/Collision.cpp')
-rw-r--r--src/engine/editor/Collision.cpp188
1 files changed, 188 insertions, 0 deletions
diff --git a/src/engine/editor/Collision.cpp b/src/engine/editor/Collision.cpp
new file mode 100644
index 000000000..bf62d6273
--- /dev/null
+++ b/src/engine/editor/Collision.cpp
@@ -0,0 +1,188 @@
+#include "Collision.h"
+
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include "Matrix.h"
+
+extern "C" {
+#include "main.h"
+#include "other_textures.h"
+}
+
+namespace Editor {
+ void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale) {
+ int8_t opcode;
+ uintptr_t lo;
+ uintptr_t hi;
+
+ Gfx* ptr = model;
+ Vtx* vtx = NULL;
+ size_t i = 0;
+ bool run = true;
+ while (run) {
+ i++;
+ lo = ptr->words.w0;
+ hi = ptr->words.w1;
+
+ opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24);
+ switch(opcode) {
+ case G_DL:
+ GenerateCollisionMesh(object, (Gfx*)hi, scale);
+ break;
+ case G_DL_OTR_HASH:
+ ptr++;
+ GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale);
+ break;
+ case G_DL_OTR_FILEPATH:
+ // printf("otr filepath: %s\n", (const char*)hi);
+ GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByName((const char*)hi), scale);
+ break;
+ case G_VTX:
+ vtx = (Vtx*)ptr->words.w1;
+ break;
+ case G_VTX_OTR_HASH: {
+ ptr++;
+ vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1);
+ break;
+ }
+ case G_VTX_OTR_FILEPATH: {
+ const char* filePath = (const char*)hi;
+ ptr++;
+ size_t vtxDataOff = ptr->words.w1 & 0xFFFF;
+ vtx = ( (Vtx*)ResourceGetDataByName(filePath) ) + vtxDataOff;
+ break;
+ }
+ case G_TRI1: {
+ if (vtx == NULL) {
+ ptr++;
+ continue;
+ }
+ uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
+ uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
+ uint32_t v3 = (hi & 0x000000FF) / 2;
+
+ FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
+ FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
+ FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
+
+ object->Triangles.push_back({p1, p2, p3});
+ break;
+ }
+ case G_TRI1_OTR: {
+ if (vtx == NULL) {
+ ptr++;
+ continue;
+ }
+
+ // The shift values here are different than the above. No idea why. But it has to be this way.
+ uint32_t v1 = (lo & 0x0000FFFF);
+ uint32_t v2 = (hi >> 16);
+ uint32_t v3 = (hi & 0x0000FFFF);
+
+ FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
+ FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
+ FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
+
+ object->Triangles.push_back({p1, p2, p3});
+
+ break;
+ }
+ case G_TRI2: {
+ if (vtx == NULL) {
+ ptr++;
+ continue;
+ }
+ uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2;
+ uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2;
+ uint32_t v3 = (lo & 0x000000FF) / 2;
+
+ // This is actually triangle 2; vert 1,2,3.
+ uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2;
+ uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2;
+ uint32_t v6 = (hi & 0x000000FF) / 2;
+
+ FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
+ FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
+ FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
+
+ FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
+ FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]);
+ FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]);
+
+ object->Triangles.push_back({p1, p2, p3});
+ object->Triangles.push_back({p4, p5, p6});
+ break;
+ }
+ case G_QUAD: {
+ if (vtx == NULL) {
+ ptr++;
+ continue;
+ }
+ uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
+ uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
+ uint32_t v3 = (hi & 0x000000FF) / 2;
+ uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2;
+
+ FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
+ FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
+ FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
+ FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
+
+ object->Triangles.push_back({p1, p2, p3});
+ object->Triangles.push_back({p1, p3, p4});
+ break;
+ }
+ case G_ENDDL:
+ run = false;
+ break;
+ }
+
+ ptr++;
+ }
+ }
+
+ std::unordered_map<GameObject*, std::vector<Vtx>> gDebugObjVtxCache;
+
+ // Render a collision model
+ void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles) {
+ if (obj == NULL || triangles.empty()) {
+ return;
+ }
+
+ gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF);
+
+ auto& vtxBuffer = gDebugObjVtxCache[obj];
+ if (vtxBuffer.empty()) {
+ for (const auto& tri : triangles) {
+ vtxBuffer.push_back({(s16)tri.v0.x, (s16)tri.v0.y, (s16)tri.v0.z, 0, {0, 0}, {255, 255, 255, 255}});
+ vtxBuffer.push_back({(s16)tri.v1.x, (s16)tri.v1.y, (s16)tri.v1.z, 0, {0, 0}, {255, 255, 255, 255}});
+ vtxBuffer.push_back({(s16)tri.v2.x, (s16)tri.v2.y, (s16)tri.v2.z, 0, {0, 0}, {255, 255, 255, 255}});
+ }
+ }
+
+ // Setup matrix and render state
+ Mat4 mtx;
+ ApplyMatrixTransformations(mtx, pos, rot, scale);
+ Editor_AddMatrix(mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+
+ gSPSetGeometryMode(gDisplayListHead++, G_FOG);
+ gDPPipeSync(gDisplayListHead++);
+ gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
+ gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF);
+ gDPSetRenderMode(gDisplayListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2);
+ uint32_t hash = (uint32_t)((uintptr_t)obj ^ ((uintptr_t)obj >> 16));
+ u8 r = (hash >> 16) & 0xFF;
+ u8 g = (hash >> 8) & 0xFF;
+ u8 b = hash & 0xFF;
+
+ gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, 255);
+
+ // Render triangles in batches of 3
+ for (size_t i = 0; i + 2 < vtxBuffer.size(); i += 3) {
+ gSPVertex(gDisplayListHead++, (uintptr_t)&vtxBuffer[i], 3, 0);
+ gSP1Triangle(gDisplayListHead++, 0, 1, 2, 0);
+ }
+
+ gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK | G_ZBUFFER);
+ }
+}