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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/EditorMath.h
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/EditorMath.h')
-rw-r--r--src/engine/editor/EditorMath.h58
1 files changed, 58 insertions, 0 deletions
diff --git a/src/engine/editor/EditorMath.h b/src/engine/editor/EditorMath.h
new file mode 100644
index 000000000..abc694976
--- /dev/null
+++ b/src/engine/editor/EditorMath.h
@@ -0,0 +1,58 @@
+#pragma once
+
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include <libultra/types.h>
+#include "../CoreMath.h"
+#include <vector>
+#include "GameObject.h"
+
+extern "C" {
+#include "common_structs.h"
+}
+
+extern std::vector<Mtx> EditorMatrix;
+
+struct Ray {
+ FVector Origin;
+ FVector Direction;
+};
+
+struct Triangle {
+ FVector v0, v1, v2;
+};
+
+/**
+ * Projects 2D cursor into the game world
+ *
+ * @return FVector ray direction
+ *
+ * ray.x = camera->pos[0] + direction.x * length;
+ * ray.y = camera->pos[1] + direction.y * length;
+ * ray.z = camera->pos[2] + direction.z * length;
+ */
+bool IsInGameScreen();
+FVector ScreenRayTrace();
+bool QueryCollisionRayActor(Vec3f rayOrigin, Vec3f rayDir, Vec3f actorMin, Vec3f actorMax, float* t);
+FVector4 MultiplyMatrixVector(float matrix[4][4], float vector[4]);
+static bool InverseMatrix(const float m[16], float invOut[16]);
+void Copy(MtxF* src, MtxF* dest);
+void Clear(MtxF* mf);
+
+FVector TransformVecByMatrix(const FVector& vec, const float mtx[4][4]);
+FVector TransformVecDirection(const FVector& dir, const float mtx[4][4]);
+Ray RayToLocalSpace(MtxF mtx, const Ray& ray);
+bool IntersectRayTriangle(const Ray& ray, const Triangle& tri, float& t); // Uses local space not global space.
+bool IntersectRayTriangleAndTransform(const Ray& ray, FVector pos, const Triangle& tri, float& t); // Uses global space because no access to mtx
+bool IntersectRaySphere(const Ray& ray, const FVector& sphereCenter, float radius, float& t);
+/**
+ * optional used here so we can check for successful query and return the click position
+ */
+std::optional<FVector> QueryHandleIntersection(MtxF mtx, Ray ray, const Triangle& tri);
+
+void Editor_MatrixIdentity(Mat4 mtx);
+void Editor_AddMatrix(Mat4 mtx, int32_t flags);
+float CalculateAngle(const FVector& start, const FVector& end);
+void SetDirectionFromRotator(IRotator rot, s8 direction[3]);
+void SetRotatorFromDirection(FVector direction, IRotator* rot);
+FVector GetPositionAheadOfCamera(f32 dist);