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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/Light.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/Light.cpp')
-rw-r--r--src/engine/editor/Light.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/engine/editor/Light.cpp b/src/engine/editor/Light.cpp
new file mode 100644
index 000000000..594383bd3
--- /dev/null
+++ b/src/engine/editor/Light.cpp
@@ -0,0 +1,84 @@
+#include <iostream>
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include "../CoreMath.h"
+#include <libultra/types.h>
+#include "../World.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"
+#include "Gizmo.h"
+
+#include "EditorMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "main.h"
+#include "defines.h"
+#include "actors.h"
+#include "camera.h"
+#include "math_util.h"
+#include "math_util_2.h"
+}
+
+namespace Editor {
+
+size_t LightObject::NumLights = 0;
+
+ LightObject::LightObject(const char* name, FVector* pos, s8* direction) : GameObject(nullptr, nullptr) {
+ Name = name;
+ Pos = &LightPos;
+ Rot = &LightRot;
+ Scale = &LightScale;
+
+ DespawnFlag = &_despawnFlag;
+ DespawnValue = -1;
+
+ Direction = direction;
+
+ Collision = CollisionType::BOUNDING_BOX;
+ BoundingBoxSize = 4.0f;
+
+ NumLights += 1;
+ }
+
+ void LightObject::Load() {
+ }
+
+ void LightObject::Tick() {
+ SetDirectionFromRotator(*Rot, Direction);
+ }
+ void LightObject::Draw() {
+ Mat4 mtx_sun;
+ Editor_MatrixIdentity(mtx_sun);
+ gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
+ gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
+
+
+ // Calculate camera-to-object distance
+ FVector cameraDir = FVector(LightPos.x - cameras[0].pos[0], LightPos.y - cameras[0].pos[1], LightPos.z - cameras[0].pos[2]);
+ cameraDir = cameraDir.Normalize();
+
+ IRotator centerRot;
+ SetRotatorFromDirection(cameraDir, &centerRot);
+
+ // Account for object not facing the correct direction when exported
+ centerRot.yaw += 0x4000;
+ ApplyMatrixTransformations(mtx_sun, LightPos, centerRot, LightScale);
+ Editor_AddMatrix(mtx_sun, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(gDisplayListHead++, sun_LightModel_mesh);
+
+ // Draw Arrow
+ Mat4 mtx_arrow;
+ IRotator rot = LightRot;
+ rot.yaw += 0x4000;
+ ApplyMatrixTransformations(mtx_arrow, LightPos, rot, LightScale);
+ Editor_AddMatrix(mtx_arrow, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__editor/light/sun_arrow");
+ }
+}