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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/editor/EditorMath.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/editor/EditorMath.cpp')
-rw-r--r--src/engine/editor/EditorMath.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/engine/editor/EditorMath.cpp b/src/engine/editor/EditorMath.cpp
index f541d92f2..38a1fff5e 100644
--- a/src/engine/editor/EditorMath.cpp
+++ b/src/engine/editor/EditorMath.cpp
@@ -42,12 +42,13 @@ bool IsInGameScreen() {
FVector ScreenRayTrace() {
auto wnd = GameEngine::Instance->context->GetWindow();
- Camera* camera = &cameras[0];
+ Camera* camera = gEditor.eCamera;
Ship::Coords mouse = wnd->GetMousePos();
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
mouse.x -= gfx_current_game_window_viewport.x;
mouse.y -= gfx_current_game_window_viewport.y;
+
// Get screen dimensions
uint32_t width = OTRGetGameViewportWidth();
uint32_t height = OTRGetGameViewportHeight();
@@ -285,7 +286,6 @@ std::optional<FVector> QueryHandleIntersection(MtxF mtx, Ray ray, const Triangle
if (IntersectRayTriangle(localRay, tri, t)) {
FVector localClickPosition = localRay.Origin + localRay.Direction * t;
FVector worldClickPosition = TransformVecByMatrix(localClickPosition, (float(*)[4])&mtx);
-
return worldClickPosition; // Stop checking objects if we selected a Gizmo handle
}
return std::nullopt;
@@ -381,8 +381,9 @@ float CalculateAngle(const FVector& start, const FVector& end) {
}
void SetDirectionFromRotator(IRotator rot, s8 direction[3]) {
+ rot.yaw += 0xC000; //! @warning dumb hack to align the light properly
float yaw = (rot.yaw) * (M_PI / 32768.0f); // Convert from n64 binary angles 0-0xFFFF 0-360 degrees to radians
- float pitch = rot.pitch * (M_PI / 32768.0f);
+ float pitch = rot.pitch * (M_PI / 32768.0f);
// Compute unit direction vector
float x = cosf(yaw) * cosf(pitch);
@@ -411,10 +412,11 @@ void SetRotatorFromDirection(FVector direction, IRotator* rot) {
}
FVector GetPositionAheadOfCamera(f32 dist) {
- FVector pos = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
+ Camera* camera = gEditor.eCamera;
+ FVector pos = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
- f32 pitch = (cameras[0].rot[2] / 65535.0f) * 360.0f;
- f32 yaw = (cameras[0].rot[1] / 65535.0f) * 360.0f;
+ f32 pitch = (camera->rot[2] / 65535.0f) * 360.0f;
+ f32 yaw = (camera->rot[1] / 65535.0f) * 360.0f;
// Convert degrees to radians
pitch = pitch * M_PI / 180.0f;
@@ -422,7 +424,7 @@ FVector GetPositionAheadOfCamera(f32 dist) {
// Compute forward vector
FVector forward(
- -sinf(yaw), // X
+ sinf(yaw), // X
-sinf(pitch), // Y
cosf(yaw) // Z (vertical component)
);