diff options
| author | MegaMech <MegaMech@users.noreply.github.com> | 2025-05-14 18:30:32 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-05-14 18:30:32 -0600 |
| commit | 32632cacdb316d7f2d3b6ecdb634f0ef9aebadf0 (patch) | |
| tree | d374a84675fc0f49100c275aa34828bc9db538f8 /src/engine/editor/Editor.cpp | |
| parent | 70f049cb6c326dede27e0ba7e88ac0d67b7651a4 (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/Editor.cpp')
| -rw-r--r-- | src/engine/editor/Editor.cpp | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/src/engine/editor/Editor.cpp b/src/engine/editor/Editor.cpp new file mode 100644 index 000000000..446da7487 --- /dev/null +++ b/src/engine/editor/Editor.cpp @@ -0,0 +1,166 @@ +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "../CoreMath.h" +#include <libultra/types.h> +#include "../World.h" + +#include "Editor.h" +#include "Collision.h" +#include "Light.h" + +#include "port/Engine.h" +#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h> +#include <window/Window.h> + +#include "engine/actors/Ship.h" +#include "port/Game.h" + +extern "C" { +#include "common_structs.h" +#include "main.h" +#include "defines.h" +#include "actors.h" +#include "camera.h" +} + +namespace Editor { + int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height, + uint8_t resize); + + Editor::Editor() { + } + + void Editor::Load() { + printf("Editor: Loading Editor...\n"); + eObjectPicker.Load(); + for (auto& object : eGameObjects) { + GenerateCollisionMesh(object, object->Model, 1.0f); + object->Load(); + } + printf("Editor: Loading Complete!\n"); + } + + void Editor::Tick() { + + if (CVarGetInteger("gEditorEnabled", 0) == true) { + bEditorEnabled = true; + } else { + bEditorEnabled = false; + return; + } + + auto wnd = GameEngine::Instance->context->GetWindow(); + + static bool wasMouseDown = false; + static bool isDragging = false; + static Ship::Coords mouseStartPos; + + Ship::Coords mousePos = wnd->GetMousePos(); + bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT); + + eGameObjects.erase( + std::remove_if(eGameObjects.begin(), eGameObjects.end(), + [](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; }), + eGameObjects.end()); + + if (isMouseDown && !wasMouseDown) { + // Mouse just pressed (Pressed state) + mouseStartPos = mousePos; + isDragging = false; + } + + if (isMouseDown) { + // Mouse is being held (Held state) + int dx = mousePos.x - mouseStartPos.x; + int dy = mousePos.y - mouseStartPos.y; + int dragThreshold = 5; // Adjust as needed + + if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) { + // Squared distance check to avoid unnecessary sqrt() + isDragging = true; + eObjectPicker.DragHandle(); // Call drag logic + } + } + + if (!isMouseDown && wasMouseDown) { + // Mouse just released (Released state) + eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None; + eObjectPicker.eGizmo.ManipulationStart = true; + if (!isDragging) { + eObjectPicker.SelectObject(eGameObjects); + } + + } + + wasMouseDown = isMouseDown; // Update previous state + + eObjectPicker.Tick(); + + for (auto& object : eGameObjects) { + object->Tick(); + } + } + + void Editor::Draw() { + if (!bEditorEnabled) { + return; + } + eObjectPicker.Draw(); + for (auto& object : eGameObjects) { + object->Draw(); + } + } + + GameObject* Editor::AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) { + //printf("After AddObj: Pos(%f, %f, %f), Name: %s, Model: %s\n", + // pos->x, pos->y, pos->z, name, model); + if (model != nullptr) { + eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue)); + GenerateCollisionMesh(eGameObjects.back(), model, collScale); + } else { // to bounding box or sphere collision + eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX, + 10.0f, despawnFlag, despawnValue)); + } + return eGameObjects.back(); + } + + void Editor::AddLight(const char* name, FVector* pos, s8* rot) { + eGameObjects.push_back(new LightObject(name, pos, rot)); + } + + void Editor::ClearObjects() { + for (auto& obj : eGameObjects) { + delete obj; + } + eGameObjects.clear(); + } + + void Editor::DeleteObject() { + GameObject* obj = eObjectPicker.eGizmo._selected; + + if (obj) { + *obj->DespawnFlag = obj->DespawnValue; + obj = nullptr; + eObjectPicker._selected = nullptr; + } + } + + void Editor::ClearMatrixPool() { + EditorMatrix.clear(); + } + + void Editor::SelectObjectFromSceneExplorer(GameObject* object) { + eObjectPicker._selected = object; + eObjectPicker.eGizmo.Enabled = true; + eObjectPicker.eGizmo.SetGizmoNoCursor(object); + } + + void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) { + eObjectPicker.eGizmo.dimensions.MinX = minX + -1000; + eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000; + eObjectPicker.eGizmo.dimensions.MinY = minY + -100; + eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500; + eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000; + eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000; + } +} |
