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/Light.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/Light.cpp')
| -rw-r--r-- | src/engine/editor/Light.cpp | 84 |
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, ¢erRot); + + // 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"); + } +} |
