diff options
| author | MegaMech <MegaMech@users.noreply.github.com> | 2025-11-09 19:07:44 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-11-09 19:07:44 -0700 |
| commit | de9c5d510175bba11ab8704e67be3a3a94f9149e (patch) | |
| tree | 34c42dbfe9f2a6eb5fbce5f6a31b532ff2a3f243 /src/engine/editor/EditorMath.cpp | |
| parent | 760fa3bf5226c2a6052a5d4d53fd0e27f2911e60 (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.cpp | 16 |
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) ); |
