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 | |
| 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')
| -rw-r--r-- | src/engine/editor/Collision.cpp | 188 | ||||
| -rw-r--r-- | src/engine/editor/Collision.h | 23 | ||||
| -rw-r--r-- | src/engine/editor/Editor.cpp | 166 | ||||
| -rw-r--r-- | src/engine/editor/Editor.h | 47 | ||||
| -rw-r--r-- | src/engine/editor/EditorMath.cpp | 427 | ||||
| -rw-r--r-- | src/engine/editor/EditorMath.h | 58 | ||||
| -rw-r--r-- | src/engine/editor/GameObject.cpp | 30 | ||||
| -rw-r--r-- | src/engine/editor/GameObject.h | 44 | ||||
| -rw-r--r-- | src/engine/editor/Gizmo.cpp | 348 | ||||
| -rw-r--r-- | src/engine/editor/Gizmo.h | 85 | ||||
| -rw-r--r-- | src/engine/editor/Handles.cpp | 23 | ||||
| -rw-r--r-- | src/engine/editor/Handles.h | 19 | ||||
| -rw-r--r-- | src/engine/editor/Light.cpp | 84 | ||||
| -rw-r--r-- | src/engine/editor/Light.h | 2143 | ||||
| -rw-r--r-- | src/engine/editor/ObjectPicker.cpp | 207 | ||||
| -rw-r--r-- | src/engine/editor/ObjectPicker.h | 28 | ||||
| -rw-r--r-- | src/engine/editor/SceneManager.cpp | 156 | ||||
| -rw-r--r-- | src/engine/editor/SceneManager.h | 13 |
18 files changed, 4089 insertions, 0 deletions
diff --git a/src/engine/editor/Collision.cpp b/src/engine/editor/Collision.cpp new file mode 100644 index 000000000..bf62d6273 --- /dev/null +++ b/src/engine/editor/Collision.cpp @@ -0,0 +1,188 @@ +#include "Collision.h" + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "Matrix.h" + +extern "C" { +#include "main.h" +#include "other_textures.h" +} + +namespace Editor { + void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale) { + int8_t opcode; + uintptr_t lo; + uintptr_t hi; + + Gfx* ptr = model; + Vtx* vtx = NULL; + size_t i = 0; + bool run = true; + while (run) { + i++; + lo = ptr->words.w0; + hi = ptr->words.w1; + + opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24); + switch(opcode) { + case G_DL: + GenerateCollisionMesh(object, (Gfx*)hi, scale); + break; + case G_DL_OTR_HASH: + ptr++; + GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale); + break; + case G_DL_OTR_FILEPATH: + // printf("otr filepath: %s\n", (const char*)hi); + GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByName((const char*)hi), scale); + break; + case G_VTX: + vtx = (Vtx*)ptr->words.w1; + break; + case G_VTX_OTR_HASH: { + ptr++; + vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1); + break; + } + case G_VTX_OTR_FILEPATH: { + const char* filePath = (const char*)hi; + ptr++; + size_t vtxDataOff = ptr->words.w1 & 0xFFFF; + vtx = ( (Vtx*)ResourceGetDataByName(filePath) ) + vtxDataOff; + break; + } + case G_TRI1: { + if (vtx == NULL) { + ptr++; + continue; + } + uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2; + uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2; + uint32_t v3 = (hi & 0x000000FF) / 2; + + FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]); + FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]); + FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]); + + object->Triangles.push_back({p1, p2, p3}); + break; + } + case G_TRI1_OTR: { + if (vtx == NULL) { + ptr++; + continue; + } + + // The shift values here are different than the above. No idea why. But it has to be this way. + uint32_t v1 = (lo & 0x0000FFFF); + uint32_t v2 = (hi >> 16); + uint32_t v3 = (hi & 0x0000FFFF); + + FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]); + FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]); + FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]); + + object->Triangles.push_back({p1, p2, p3}); + + break; + } + case G_TRI2: { + if (vtx == NULL) { + ptr++; + continue; + } + uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2; + uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2; + uint32_t v3 = (lo & 0x000000FF) / 2; + + // This is actually triangle 2; vert 1,2,3. + uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2; + uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2; + uint32_t v6 = (hi & 0x000000FF) / 2; + + FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]); + FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]); + FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]); + + FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]); + FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]); + FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]); + + object->Triangles.push_back({p1, p2, p3}); + object->Triangles.push_back({p4, p5, p6}); + break; + } + case G_QUAD: { + if (vtx == NULL) { + ptr++; + continue; + } + uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2; + uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2; + uint32_t v3 = (hi & 0x000000FF) / 2; + uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2; + + FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]); + FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]); + FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]); + FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]); + + object->Triangles.push_back({p1, p2, p3}); + object->Triangles.push_back({p1, p3, p4}); + break; + } + case G_ENDDL: + run = false; + break; + } + + ptr++; + } + } + + std::unordered_map<GameObject*, std::vector<Vtx>> gDebugObjVtxCache; + + // Render a collision model + void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles) { + if (obj == NULL || triangles.empty()) { + return; + } + + gSPTexture(gDisplayListHead++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF); + + auto& vtxBuffer = gDebugObjVtxCache[obj]; + if (vtxBuffer.empty()) { + for (const auto& tri : triangles) { + vtxBuffer.push_back({(s16)tri.v0.x, (s16)tri.v0.y, (s16)tri.v0.z, 0, {0, 0}, {255, 255, 255, 255}}); + vtxBuffer.push_back({(s16)tri.v1.x, (s16)tri.v1.y, (s16)tri.v1.z, 0, {0, 0}, {255, 255, 255, 255}}); + vtxBuffer.push_back({(s16)tri.v2.x, (s16)tri.v2.y, (s16)tri.v2.z, 0, {0, 0}, {255, 255, 255, 255}}); + } + } + + // Setup matrix and render state + Mat4 mtx; + ApplyMatrixTransformations(mtx, pos, rot, scale); + Editor_AddMatrix(mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + + gSPSetGeometryMode(gDisplayListHead++, G_FOG); + gDPPipeSync(gDisplayListHead++); + gDPSetCombineMode(gDisplayListHead++, G_CC_PRIMITIVE, G_CC_PRIMITIVE); + gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF); + gDPSetRenderMode(gDisplayListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2); + uint32_t hash = (uint32_t)((uintptr_t)obj ^ ((uintptr_t)obj >> 16)); + u8 r = (hash >> 16) & 0xFF; + u8 g = (hash >> 8) & 0xFF; + u8 b = hash & 0xFF; + + gDPSetPrimColor(gDisplayListHead++, 0, 0, r, g, b, 255); + + // Render triangles in batches of 3 + for (size_t i = 0; i + 2 < vtxBuffer.size(); i += 3) { + gSPVertex(gDisplayListHead++, (uintptr_t)&vtxBuffer[i], 3, 0); + gSP1Triangle(gDisplayListHead++, 0, 1, 2, 0); + } + + gSPSetGeometryMode(gDisplayListHead++, G_CULL_BACK | G_ZBUFFER); + } +} diff --git a/src/engine/editor/Collision.h b/src/engine/editor/Collision.h new file mode 100644 index 000000000..ee8fef4af --- /dev/null +++ b/src/engine/editor/Collision.h @@ -0,0 +1,23 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "GameObject.h" + +#include "EditorMath.h" + +/** + * @file Editor Collision + * + * Most actors use cylinder collision. + * Proper vtx intersection tests are necessary for object picking + * + * Therefore, generate a full collision mesh for actors + */ + +#define EDITOR_GFX_GET_OPCODE(var) ((uint32_t) ((var) & 0xFF000000)) + +namespace Editor { + void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale); + void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles); +}
\ No newline at end of file diff --git a/src/engine/editor/Editor.cpp b/src/engine/editor/Editor.cpp new file mode 100644 index 000000000..446da7487 --- /dev/null +++ b/src/engine/editor/Editor.cpp @@ -0,0 +1,166 @@ +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "../CoreMath.h" +#include <libultra/types.h> +#include "../World.h" + +#include "Editor.h" +#include "Collision.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" + +extern "C" { +#include "common_structs.h" +#include "main.h" +#include "defines.h" +#include "actors.h" +#include "camera.h" +} + +namespace Editor { + int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height, + uint8_t resize); + + Editor::Editor() { + } + + void Editor::Load() { + printf("Editor: Loading Editor...\n"); + eObjectPicker.Load(); + for (auto& object : eGameObjects) { + GenerateCollisionMesh(object, object->Model, 1.0f); + object->Load(); + } + printf("Editor: Loading Complete!\n"); + } + + void Editor::Tick() { + + if (CVarGetInteger("gEditorEnabled", 0) == true) { + bEditorEnabled = true; + } else { + bEditorEnabled = false; + return; + } + + auto wnd = GameEngine::Instance->context->GetWindow(); + + static bool wasMouseDown = false; + static bool isDragging = false; + static Ship::Coords mouseStartPos; + + Ship::Coords mousePos = wnd->GetMousePos(); + bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT); + + eGameObjects.erase( + std::remove_if(eGameObjects.begin(), eGameObjects.end(), + [](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; }), + eGameObjects.end()); + + if (isMouseDown && !wasMouseDown) { + // Mouse just pressed (Pressed state) + mouseStartPos = mousePos; + isDragging = false; + } + + if (isMouseDown) { + // Mouse is being held (Held state) + int dx = mousePos.x - mouseStartPos.x; + int dy = mousePos.y - mouseStartPos.y; + int dragThreshold = 5; // Adjust as needed + + if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) { + // Squared distance check to avoid unnecessary sqrt() + isDragging = true; + eObjectPicker.DragHandle(); // Call drag logic + } + } + + if (!isMouseDown && wasMouseDown) { + // Mouse just released (Released state) + eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None; + eObjectPicker.eGizmo.ManipulationStart = true; + if (!isDragging) { + eObjectPicker.SelectObject(eGameObjects); + } + + } + + wasMouseDown = isMouseDown; // Update previous state + + eObjectPicker.Tick(); + + for (auto& object : eGameObjects) { + object->Tick(); + } + } + + void Editor::Draw() { + if (!bEditorEnabled) { + return; + } + eObjectPicker.Draw(); + for (auto& object : eGameObjects) { + object->Draw(); + } + } + + GameObject* Editor::AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) { + //printf("After AddObj: Pos(%f, %f, %f), Name: %s, Model: %s\n", + // pos->x, pos->y, pos->z, name, model); + if (model != nullptr) { + eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue)); + GenerateCollisionMesh(eGameObjects.back(), model, collScale); + } else { // to bounding box or sphere collision + eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX, + 10.0f, despawnFlag, despawnValue)); + } + return eGameObjects.back(); + } + + void Editor::AddLight(const char* name, FVector* pos, s8* rot) { + eGameObjects.push_back(new LightObject(name, pos, rot)); + } + + void Editor::ClearObjects() { + for (auto& obj : eGameObjects) { + delete obj; + } + eGameObjects.clear(); + } + + void Editor::DeleteObject() { + GameObject* obj = eObjectPicker.eGizmo._selected; + + if (obj) { + *obj->DespawnFlag = obj->DespawnValue; + obj = nullptr; + eObjectPicker._selected = nullptr; + } + } + + void Editor::ClearMatrixPool() { + EditorMatrix.clear(); + } + + void Editor::SelectObjectFromSceneExplorer(GameObject* object) { + eObjectPicker._selected = object; + eObjectPicker.eGizmo.Enabled = true; + eObjectPicker.eGizmo.SetGizmoNoCursor(object); + } + + void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) { + eObjectPicker.eGizmo.dimensions.MinX = minX + -1000; + eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000; + eObjectPicker.eGizmo.dimensions.MinY = minY + -100; + eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500; + eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000; + eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000; + } +} diff --git a/src/engine/editor/Editor.h b/src/engine/editor/Editor.h new file mode 100644 index 000000000..759c59355 --- /dev/null +++ b/src/engine/editor/Editor.h @@ -0,0 +1,47 @@ +#ifndef __EDITOR_H__ +#define __EDITOR_H__ + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "GameObject.h" + +#ifdef __cplusplus + +#include "ObjectPicker.h" +namespace Editor { + class ObjectPicker; + + class Editor { +public: + Editor(); + + ObjectPicker eObjectPicker; + std::vector<GameObject*> eGameObjects; + + void Tick(); + void Draw(); + void Load(); + GameObject* AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue); + void AddLight(const char* name, FVector* pos, s8* rot); + void ClearObjects(); + void RemoveObject(); + void SelectObjectFromSceneExplorer(GameObject* object); + void SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY); + void ClearMatrixPool(); + void DeleteObject(); + bool bEditorEnabled = false; + +private: + bool _draw = false; + Vec3f _ray; + + s32 Inverse(MtxF* src, MtxF* dest); + void Copy(MtxF* src, MtxF* dest); + void Clear(MtxF* mf); +}; +} +#endif + +void SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY); + +#endif // __EDITOR_H__ diff --git a/src/engine/editor/EditorMath.cpp b/src/engine/editor/EditorMath.cpp new file mode 100644 index 000000000..533c0c2b5 --- /dev/null +++ b/src/engine/editor/EditorMath.cpp @@ -0,0 +1,427 @@ +#include "EditorMath.h" + +#include <libultraship/libultraship.h> +#include "port/Game.h" +#include "port/Engine.h" +#include <libultra/types.h> +#include "GameObject.h" + +#include <vector> +#include <limits> +#include <cmath> + +extern "C" { +#include "common_structs.h" +#include "main.h" +#include "defines.h" +#include "actors.h" +#include "math_util.h" +#include "math_util_2.h" +#include "camera.h" +} + +std::vector<Mtx> EditorMatrix; + +bool IsInGameScreen() { + auto wnd = GameEngine::Instance->context->GetWindow(); + Ship::Coords mouse = wnd->GetMousePos(); + + // Define viewport boundaries + int left = gfx_current_game_window_viewport.x; + int right = left + OTRGetGameRenderWidth(); + int top = gfx_current_game_window_viewport.y; + int bottom = top + OTRGetGameRenderHeight(); + + // Check if the mouse is within the game render area + return (mouse.x >= left && mouse.x < right) && (mouse.y >= top && mouse.y < bottom); +} + +FVector ScreenRayTrace() { + auto wnd = GameEngine::Instance->context->GetWindow(); + Camera* camera = &cameras[0]; + + Ship::Coords mouse = wnd->GetMousePos(); + 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(); + + // Convert mouse to NDS screen coordinates + float x = (2.0f * mouse.x) / width - 1.0f; // Normalized X: -1 to 1 + float y = 1.0f - (2.0f * mouse.y) / height; // Normalized Y: -1 to 1 + float z = 1.0f; // z is typically 1.0 for the near plane + + FVector4 rayClip = {x, y, z, 1.0f}; + + Mat4 perspMtx; + u16 perspNorm; + guPerspectiveF(perspMtx, &perspNorm, gCameraZoom[0], OTRGetAspectRatio(), CM_GetProps()->NearPersp, CM_GetProps()->FarPersp, 1.0f); + + Mat4 inversePerspMtx; + if (InverseMatrix((float*)&perspMtx, (float*)&inversePerspMtx) != 2) { + FVector4 rayEye = MultiplyMatrixVector(inversePerspMtx, (float*)&rayClip.x); + + Mat4 lookAtMtx; + guLookAtF(lookAtMtx, camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0], camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]); + Mat4 inverseViewMtx; + if (InverseMatrix((float*)&lookAtMtx, (float*)&inverseViewMtx[0][0]) != 2) { + rayEye.w = 0; + FVector4 invRayWor = MultiplyMatrixVector(inverseViewMtx, (float*)&rayEye.x); + + FVector direction; + direction = FVector(invRayWor.x, invRayWor.y, invRayWor.z); + + return direction; + } + } + return FVector(0, 0, 0); +} + +bool QueryCollisionRayActor(Vec3f rayOrigin, Vec3f rayDir, Vec3f actorMin, Vec3f actorMax, float* t) { + float tmin = -FLT_MAX, tmax = FLT_MAX; + + for (int i = 0; i < 3; i++) { + if (fabs(rayDir[i]) > 1e-6f) { // Avoid division by zero + float t1 = (actorMin[i] - rayOrigin[i]) / rayDir[i]; + float t2 = (actorMax[i] - rayOrigin[i]) / rayDir[i]; + + if (t1 > t2) { float temp = t1; t1 = t2; t2 = temp; } + + tmin = fmax(tmin, t1); + tmax = fmin(tmax, t2); + + if (tmax < tmin) return false; // No intersection + } else if (rayOrigin[i] < actorMin[i] || rayOrigin[i] > actorMax[i]) { + return false; // Ray is outside the slab + } + } + + *t = tmin; // Distance to first intersection + return true; +} + +FVector4 MultiplyMatrixVector(float matrix[4][4], float vector[4]) { + FVector4 result; + float* resultPtr = &result.x; + for (int i = 0; i < 4; i++) { + resultPtr[i] = 0; + for (int j = 0; j < 4; j++) { + resultPtr[i] += matrix[j][i] * vector[j]; // Swap [i][j] → [j][i] for column order + } + } + return result; +} + +// https://stackoverflow.com/questions/1148309/inverting-a-4x4-matrix +static bool InverseMatrix(const float m[16], float invOut[16]) { + float inv[16], det; + int i; + + inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; + + inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - + m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; + + inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; + + inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - + m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; + + inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - + m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; + + inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; + + inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - + m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; + + inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; + + inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; + + inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - + m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; + + inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; + + inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - + m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; + + inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - + m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; + + inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; + + inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - + m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; + + inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - + m[8] * m[2] * m[5]; + + det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12]; + + if (det == 0) { + return false; + } + + det = 1.0 / det; + + for (i = 0; i < 16; i++) { + invOut[i] = inv[i] * det; + } + + return true; +} + +FVector TransformVecByMatrix(const FVector& vec, const float mtx[4][4]) { + FVector result; + result.x = vec.x * mtx[0][0] + vec.y * mtx[1][0] + vec.z * mtx[2][0] + mtx[3][0]; + result.y = vec.x * mtx[0][1] + vec.y * mtx[1][1] + vec.z * mtx[2][1] + mtx[3][1]; + result.z = vec.x * mtx[0][2] + vec.y * mtx[1][2] + vec.z * mtx[2][2] + mtx[3][2]; + return result; +} + +FVector TransformVecDirection(const FVector& dir, const float mtx[4][4]) { + FVector result; + result.x = dir.x * mtx[0][0] + dir.y * mtx[1][0] + dir.z * mtx[2][0]; + result.y = dir.x * mtx[0][1] + dir.y * mtx[1][1] + dir.z * mtx[2][1]; + result.z = dir.x * mtx[0][2] + dir.y * mtx[1][2] + dir.z * mtx[2][2]; + return result; +} + +Ray RayToLocalSpace(MtxF mtx, const Ray& ray) { + MtxF inverse; + + if (InverseMatrix((float*)&mtx, (float*)&inverse) != 2) { + FVector localRayOrigin = TransformVecByMatrix(ray.Origin, (float(*)[4])&inverse); + FVector localRayDir = TransformVecDirection(ray.Direction, (float(*)[4])&inverse); + return Ray{localRayOrigin, localRayDir.Normalize()}; + } + return Ray{}; // Fail. Return empty ray +} + +bool IntersectRayTriangle(const Ray& ray, const Triangle& tri, float& t) { + constexpr float EPSILON = 1e-6f; + + // Adjust the triangle vertices by the object's position + FVector v0 = tri.v0; + FVector v1 = tri.v1; + FVector v2 = tri.v2; + + FVector edge1 = v1 - v0; + FVector edge2 = v2 - v0; + FVector h = ray.Direction.Cross(edge2); + float a = edge1.Dot(h); + + if (std::abs(a) < EPSILON) + return false; // Ray is parallel to triangle + + float f = 1.0f / a; + FVector s = ray.Origin - v0; + float u = f * s.Dot(h); + + if (u < 0.0f || u > 1.0f) + return false; + + FVector q = s.Cross(edge1); + float v = f * ray.Direction.Dot(q); + + if (v < 0.0f || u + v > 1.0f) + return false; + + t = f * edge2.Dot(q); + return t > EPSILON; +} + +bool IntersectRayTriangleAndTransform(const Ray& ray, FVector pos, const Triangle& tri, float& t) { + constexpr float EPSILON = 1e-6f; + + // Adjust the triangle vertices by the object's position + FVector v0 = tri.v0 + pos; + FVector v1 = tri.v1 + pos; + FVector v2 = tri.v2 + pos; + + FVector edge1 = v1 - v0; + FVector edge2 = v2 - v0; + FVector h = ray.Direction.Cross(edge2); + float a = edge1.Dot(h); + + if (std::abs(a) < EPSILON) + return false; // Ray is parallel to triangle + + float f = 1.0f / a; + FVector s = ray.Origin - v0; + float u = f * s.Dot(h); + + if (u < 0.0f || u > 1.0f) + return false; + + FVector q = s.Cross(edge1); + float v = f * ray.Direction.Dot(q); + + if (v < 0.0f || u + v > 1.0f) + return false; + + t = f * edge2.Dot(q); + return t > EPSILON; +} + +std::optional<FVector> QueryHandleIntersection(MtxF mtx, Ray ray, const Triangle& tri) { + float t; + Ray localRay = RayToLocalSpace(mtx, ray); + 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; +} + +bool IntersectRaySphere(const Ray& ray, const FVector& sphereCenter, float radius, float& t) { + const float EPSILON = 1e-6f; + + // Vector from ray origin to sphere center + FVector oc = ray.Origin - sphereCenter; + + // Quadratic equation coefficients + float a = ray.Direction.Dot(ray.Direction); + float b = 2.0f * oc.Dot(ray.Direction); + float c = oc.Dot(oc) - (radius * radius); + + // Compute discriminant + float discriminant = (b * b) - (4 * a * c); + + // No intersection if discriminant is negative + if (discriminant < 0) { + return false; + } + + // Compute nearest intersection point + float sqrtD = sqrtf(discriminant); + float t0 = (-b - sqrtD) / (2.0f * a); + float t1 = (-b + sqrtD) / (2.0f * a); + + // Select the closest valid intersection + if (t0 > EPSILON) { + t = t0; + return true; + } else if (t1 > EPSILON) { + t = t1; + return true; + } + + return false; // Sphere is behind the ray origin +} + +// bool FindClosestObject(const Ray& ray, const std::vector<GameObject*>& objects, GameObject* outObject, float& outDistance) { +// float closestDist = std::numeric_limits<float>::max(); +// bool found = false; + +// for (const auto& obj : objects) { +// for (const auto& tri : obj.Triangles) { +// float t; +// if (IntersectRayTriangle(ray, tri, *obj.Pos, t) && t < closestDist) { +// closestDist = t; +// outObject = obj; +// found = true; +// } +// } +// } + +// if (found) { +// outDistance = closestDist; +// return true; +// } + +// return false; +// } + +// Transform a matrix to a matrix identity +void Editor_MatrixIdentity(Mat4 mtx) { + register s32 i; + register s32 k; + + for (i = 0; i < 4; i++) { + for (k = 0; k < 4; k++) { + mtx[i][k] = (i == k) ? 1.0f : 0.0f; + } + } +} + +void Editor_AddMatrix(Mat4 mtx, int32_t flags) { + EditorMatrix.emplace_back(); + guMtxF2L(mtx, &EditorMatrix.back()); + gSPMatrix(gDisplayListHead++, &EditorMatrix.back(), flags); +} + +float CalculateAngle(const FVector& start, const FVector& end) { + float dot = start.Dot(end); + + float magStart = start.Magnitude(); + float magEnd = end.Magnitude(); + + float cosAngle = dot / (magStart * magEnd); + cosAngle = std::min(1.0f, std::max(-1.0f, cosAngle)); + + return acos(cosAngle); +} + +void SetDirectionFromRotator(IRotator rot, s8 direction[3]) { + 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); + + // Compute unit direction vector + float x = cosf(yaw) * cosf(pitch); + float y = -sinf(pitch); + float z = -sinf(yaw) * cosf(pitch); + + // Scale into -127 to 127 range (not 128 to avoid overflow) + direction[0] = static_cast<s8>(x * 127.0f); + direction[1] = static_cast<s8>(y * 127.0f); + direction[2] = static_cast<s8>(z * 127.0f); + + //printf("Light dir %d %d %d (from rot 0x%X 0x%X 0x%X)\n", direction[0], direction[1], direction[2], rotator[0], rotator[1], rotator[2]); +} + +void SetRotatorFromDirection(FVector direction, IRotator* rot) { + // Compute pitch (inverse of -sinf(pitch)) + float pitch = -asinf(direction.y); + + // Compute yaw (inverse of cosf(yaw) * cosf(pitch)) + float yaw = atan2f(-direction.z, direction.x); + + // Convert back to N64 angles (0-0xFFFF range) + rot->pitch = (s16)(pitch * (32768.0f / M_PI)); + rot->yaw = (s16)(yaw * (32768.0f / M_PI)); + rot->roll = 0; // Assume no roll, since it's undefined from direction alone +} + +FVector GetPositionAheadOfCamera(f32 dist) { + FVector pos = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + + f32 pitch = (cameras[0].rot[2] / 65535.0f) * 360.0f; + f32 yaw = (cameras[0].rot[1] / 65535.0f) * 360.0f; + + // Convert degrees to radians + pitch = pitch * M_PI / 180.0f; + yaw = yaw * M_PI / 180.0f; + + // Compute forward vector + FVector forward( + -sinf(yaw), // X + -sinf(pitch), // Y + cosf(yaw) // Z (vertical component) + ); + + // Move 1000 units forward from the camera position + return pos + (forward * dist); +} 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); diff --git a/src/engine/editor/GameObject.cpp b/src/engine/editor/GameObject.cpp new file mode 100644 index 000000000..6f52c8ac8 --- /dev/null +++ b/src/engine/editor/GameObject.cpp @@ -0,0 +1,30 @@ +#include <libultraship/libultraship.h> +#include "GameObject.h" + +namespace Editor { + + GameObject::GameObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, std::vector<Triangle> triangles, CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) { + Name = name; + Pos = pos; + Rot = rot; + Scale = scale; + Model = model; + Triangles = triangles; + Collision = collision; + BoundingBoxSize = boundingBoxSize; + DespawnFlag = despawnFlag; + DespawnValue = despawnValue; + } + + GameObject::GameObject(FVector* pos, Vec3s* rot) { + //Pos = pos; + //Rot = rot; + } + + GameObject::GameObject() {}; + + void GameObject::Draw(){}; + + void GameObject::Tick(){}; + +} // namespace Editor diff --git a/src/engine/editor/GameObject.h b/src/engine/editor/GameObject.h new file mode 100644 index 000000000..ca08d8ba9 --- /dev/null +++ b/src/engine/editor/GameObject.h @@ -0,0 +1,44 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include <libultra/types.h> +#include "../CoreMath.h" +#include "EditorMath.h" +#include <vector> + +extern "C" { +#include "common_structs.h" +} + +struct Triangle; + +namespace Editor { + class GameObject { +public: + enum class CollisionType { + VTX_INTERSECT, + BOUNDING_BOX, + BOUNDING_SPHERE + }; + + GameObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, std::vector<Triangle> triangles, CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue); + GameObject(FVector* pos, Vec3s* rot); + GameObject(); + virtual void Tick(); + virtual void Draw(); + virtual void Load() {}; + + const char* Name; + FVector* Pos; + IRotator* Rot; + FVector* Scale; + Gfx* Model; + std::vector<Triangle> Triangles; + CollisionType Collision; + float BoundingBoxSize; + int32_t* DespawnFlag; + int32_t DespawnValue; + + }; +} diff --git a/src/engine/editor/Gizmo.cpp b/src/engine/editor/Gizmo.cpp new file mode 100644 index 000000000..4987242f0 --- /dev/null +++ b/src/engine/editor/Gizmo.cpp @@ -0,0 +1,348 @@ +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "../CoreMath.h" +#include <libultra/types.h> +#include "../World.h" + +#include "EditorMath.h" +#include "Gizmo.h" +#include "Collision.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 "Handles.h" + +extern "C" { +#include "common_structs.h" +#include "main.h" +#include "actors.h" +#include "camera.h" +#include "src/racing/collision.h" +#include "math_util.h" +} + +namespace Editor { + +void Gizmo::Load() { + /* Translate handle collision */ + RedCollision.Pos = &Pos; + RedCollision.Model = (Gfx*)"__OTR__editor/gizmo/translate_handle_red"; + + GreenCollision.Pos = &Pos; + GreenCollision.Model = (Gfx*)"__OTR__editor/gizmo/translate_handle_green"; + + BlueCollision.Pos = &Pos; + BlueCollision.Model = (Gfx*)"__OTR__editor/gizmo/translate_handle_blue"; + + /* Rotate handle collision */ + RedRotateCollision.Pos = &Pos; + RedRotateCollision.Model = (Gfx*)"__OTR__editor/gizmo/rot_handle_red"; + + GreenRotateCollision.Pos = &Pos; + GreenRotateCollision.Model = (Gfx*)"__OTR__editor/gizmo/rot_handle_green"; + + BlueRotateCollision.Pos = &Pos; + BlueRotateCollision.Model = (Gfx*)"__OTR__editor/gizmo/rot_handle_blue"; + + /* Scale handle collision */ + RedScaleCollision.Pos = &Pos; + RedScaleCollision.Model = (Gfx*)"__OTR__editor/gizmo/scale_handle_red"; + + GreenScaleCollision.Pos = &Pos; + GreenScaleCollision.Model = (Gfx*)"__OTR__editor/gizmo/scale_handle_green"; + + BlueScaleCollision.Pos = &Pos; + BlueScaleCollision.Model = (Gfx*)"__OTR__editor/gizmo/scale_handle_blue"; + + GenerateCollisionMesh(&RedCollision, (Gfx*)LOAD_ASSET_RAW(RedCollision.Model), 1.0f); + GenerateCollisionMesh(&GreenCollision, (Gfx*)LOAD_ASSET_RAW(GreenCollision.Model), 1.0f); + GenerateCollisionMesh(&BlueCollision, (Gfx*)LOAD_ASSET_RAW(BlueCollision.Model), 1.0f); + + GenerateCollisionMesh(&RedRotateCollision, (Gfx*)LOAD_ASSET_RAW(RedRotateCollision.Model), 1.0f); + GenerateCollisionMesh(&GreenRotateCollision, (Gfx*)LOAD_ASSET_RAW(GreenRotateCollision.Model), 1.0f); + GenerateCollisionMesh(&BlueRotateCollision, (Gfx*)LOAD_ASSET_RAW(BlueRotateCollision.Model), 1.0f); + + GenerateCollisionMesh(&RedScaleCollision, (Gfx*)LOAD_ASSET_RAW(RedScaleCollision.Model), 1.0f); + GenerateCollisionMesh(&GreenScaleCollision, (Gfx*)LOAD_ASSET_RAW(GreenScaleCollision.Model), 1.0f); + GenerateCollisionMesh(&BlueScaleCollision, (Gfx*)LOAD_ASSET_RAW(BlueScaleCollision.Model), 1.0f); +} + +void Gizmo::Tick() { + if (Enabled) { + TranslationMode mode = static_cast<TranslationMode>(CVarGetInteger("eGizmoMode", 0)); + switch(mode) { + case TranslationMode::Move: + Gizmo::Translate(); + break; + case TranslationMode::Rotate: + Gizmo::Rotate(); + break; + case TranslationMode::Scale: + Gizmo::Scale(); + break; + } + } +} + +// Makes the gizmo visible +void Gizmo::SetGizmo(GameObject* object, Ray ray) { + _selected = object; + _ray = ray.Direction; + Pos = FVector( + object->Pos->x, + object->Pos->y, + object->Pos->z + ); +} + +void Gizmo::SetGizmoNoCursor(GameObject* object) { + _selected = object; + Pos = FVector( + object->Pos->x, + object->Pos->y, + object->Pos->z + ); +} + +void Gizmo::Translate() { + static float length = 180.0f; // Default value + + // Prevent nullptr exceptions + if (_selected == NULL || _selected->Pos == NULL) { + return; + } + + if (Enabled) { + length = sqrt( + pow(_selected->Pos->x - cameras[0].pos[0], 2) + + pow(_selected->Pos->y - cameras[0].pos[1], 2) + + pow(_selected->Pos->z - cameras[0].pos[2], 2) + ); + + switch(SelectedHandle) { + case GizmoHandle::All_Axis: + _selected->Pos->x = (cameras[0].pos[0] + _ray.x * PickDistance) + _cursorOffset.x; + _selected->Pos->y = (cameras[0].pos[1] + _ray.y * PickDistance) + _cursorOffset.y; + _selected->Pos->z = (cameras[0].pos[2] + _ray.z * PickDistance) + _cursorOffset.z; + if (CVarGetInteger("gEditorSnapToGround", 0) == true) { + _selected->Pos->y = SnapToSurface(_selected->Pos); + } + break; + case GizmoHandle::X_Axis: + _selected->Pos->x = (cameras[0].pos[0] + _ray.x * length) + _cursorOffset.x; + if (CVarGetInteger("gEditorSnapToGround", 0) == true) { + _selected->Pos->y = SnapToSurface(_selected->Pos); + } + break; + case GizmoHandle::Y_Axis: + _selected->Pos->y = (cameras[0].pos[1] + _ray.y * length) + _cursorOffset.y; + break; + case GizmoHandle::Z_Axis: + _selected->Pos->z = (cameras[0].pos[2] + _ray.z * length) + _cursorOffset.z; + if (CVarGetInteger("gEditorSnapToGround", 0) == true) { + _selected->Pos->y = SnapToSurface(_selected->Pos); + } + break; + } + + if (CVarGetInteger("gEditorBoundary", 0) == true) { + _selected->Pos->x = MAX(_selected->Pos->x, dimensions.MinX); + _selected->Pos->x = MIN(_selected->Pos->x, dimensions.MaxX); + + _selected->Pos->y = MAX(_selected->Pos->y, dimensions.MinY); + _selected->Pos->y = MIN(_selected->Pos->y, dimensions.MaxY); + + _selected->Pos->z = MAX(_selected->Pos->z, dimensions.MinZ); + _selected->Pos->z = MIN(_selected->Pos->z, dimensions.MaxZ); + } + + Pos = FVector( + _selected->Pos->x, + _selected->Pos->y, + _selected->Pos->z + ); + } +} + +f32 Gizmo::SnapToSurface(FVector* pos) { + float y; + y = spawn_actor_on_surface(pos->x, 2000.0f, pos->z); + + if (y == 3000.0f || y == -3000.0f) { + y = pos->y; + } + + return y; +} + +void Gizmo::Rotate() { + FVector cam = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + + if (_selected == nullptr || _selected->Rot == nullptr) { + return; + } + + // Store initial scale at the beginning of the drag + if (ManipulationStart) { + ManipulationStart = false; + InitialRotation = *_selected->Rot; // Store initial rotation + } + + // Initial click position + FVector clickPos = *_selected->Pos - _cursorOffset; + + // Calculate difference + FVector diff = (cam + _ray * PickDistance) - clickPos; + + // Set rotation sensitivity + diff = diff * 100.0f; + switch (SelectedHandle) { + case GizmoHandle::X_Axis: + _selected->Rot->pitch = (uint16_t)InitialRotation.pitch + diff.x; + break; + case GizmoHandle::Y_Axis: + _selected->Rot->yaw = (uint16_t)InitialRotation.yaw + diff.y; + break; + case GizmoHandle::Z_Axis: + _selected->Rot->roll = (uint16_t)InitialRotation.roll + diff.z; + break; + } +} + +void Gizmo::Scale() { + FVector cam = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + if (_selected == nullptr || _selected->Scale == nullptr) { + return; + } + + // Store initial scale at the beginning of the drag + if (ManipulationStart) { + ManipulationStart = false; + InitialScale = *_selected->Scale; + } + + // Initial click position + FVector clickPos = *_selected->Pos - _cursorOffset; + + // Calculate difference + FVector diff = (cam + _ray * PickDistance) - clickPos; + + // Lower scaling sensitivity + diff = diff * 0.01f; + + switch (SelectedHandle) { + case GizmoHandle::X_Axis: + _selected->Scale->x = InitialScale.x + -diff.x; + break; + case GizmoHandle::Y_Axis: + _selected->Scale->y = InitialScale.y + diff.y; + break; + case GizmoHandle::Z_Axis: + _selected->Scale->z = InitialScale.z + -diff.z; + break; + case GizmoHandle::All_Axis: + float uniformScale = (diff.x - diff.y - diff.z) / 3.0f; + uniformScale *= 1.8; // Increased sensitivity + _selected->Scale->x = uniformScale; + _selected->Scale->y = uniformScale; + _selected->Scale->z = uniformScale; + break; + } +} + +void Gizmo::Draw() { + if (Enabled) { + DrawHandles(); + //DebugCollision(&RedCollision, Pos, {0, 0, 0}, {0.05f, 0.05f, 0.05f}, RedCollision.Triangles); + //DebugCollision(&BlueCollision, Pos, {90, 0, 0}, {0.05f, 0.05f, 0.05f}, BlueCollision.Triangles); + //DebugCollision(&GreenCollision, Pos, {0, 90, 0}, {0.05f, 0.05f, 0.05f}, GreenCollision.Triangles); + //DebugCollision(&RedRotateCollision, Pos, {0, 0, 0}, {0.15f, 0.15f, 0.15f}, RedRotateCollision.Triangles); + //DebugCollision((uintptr_t)_selected, Pos, BlueRotateCollision.Triangles); + //DebugCollision((uintptr_t)_selected, Pos, GreenRotateCollision.Triangles); + } +} + +void Gizmo::DrawHandles() { + Mat4 mainMtx; + Editor_MatrixIdentity((float(*)[4])&Mtx_RedX); + Editor_MatrixIdentity((float(*)[4])&Mtx_GreenY); + Editor_MatrixIdentity((float(*)[4])&Mtx_BlueZ); + + const char* blueHandle; + const char* greenHandle; + const char* redHandle; + const char* center = nullptr; + IRotator blueRot; + IRotator greenRot; + IRotator redRot; + FVector scale = {0.05f, 0.05f, 0.05f}; + + switch(static_cast<TranslationMode>(CVarGetInteger("eGizmoMode", 0))) { + case TranslationMode::Move: + center = "__OTR__editor/gizmo/center_handle"; + blueHandle = "__OTR__editor/gizmo/translate_handle_blue"; + greenHandle = "__OTR__editor/gizmo/translate_handle_green"; + redHandle = "__OTR__editor/gizmo/translate_handle_red"; + _gizmoOffset = 8.0f; + greenRot = {0, 90, 0}; + blueRot = {90, 0, 0}; + scale = {0.3, 0.3, 0.3}; + break; + case TranslationMode::Rotate: + center = nullptr; // No All_Axis drag button for Rotation + blueHandle = "__OTR__editor/gizmo/rot_handle_blue"; + greenHandle = "__OTR__editor/gizmo/rot_handle_green"; + redHandle = "__OTR__editor/gizmo/rot_handle_red"; + _gizmoOffset = 0.0f; + scale = {0.15f, 0.15f, 0.15f}; + break; + case TranslationMode::Scale: + center = "__OTR__editor/gizmo/center_handle"; + blueHandle = "__OTR__editor/gizmo/scale_handle_blue"; + greenHandle = "__OTR__editor/gizmo/scale_handle_green"; + redHandle = "__OTR__editor/gizmo/scale_handle_red"; + _gizmoOffset = 8.0f; + greenRot = {0, 90, 0}; + blueRot = {90, 0, 0}; + scale = {0.05f, 0.05f, 0.05f}; + break; + } + + ApplyMatrixTransformations(mainMtx, Pos, Rot, {1, 1, 1}); + Editor_AddMatrix(mainMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + + if (center) { + Mat4 CenterMtx; + Editor_MatrixIdentity(CenterMtx); + + // Calculate camera-to-object distance + FVector cameraDir = FVector(Pos.x - cameras[0].pos[0], Pos.y - cameras[0].pos[1], Pos.z - cameras[0].pos[2]); + cameraDir = cameraDir.Normalize(); + + IRotator centerRot; + SetRotatorFromDirection(cameraDir, ¢erRot); + centerRot.pitch += 0x4000; // Align mesh to face camera since it was not exported facing the correct direction + centerRot.yaw += 0x4000; + + ApplyMatrixTransformations(CenterMtx, Pos, centerRot, FVector(0.06f, 0.06f, 0.06f)); + Editor_AddMatrix(CenterMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*)center); + } + + ApplyMatrixTransformations((float(*)[4])&Mtx_RedX, FVector(Pos.x, Pos.y, Pos.z - _gizmoOffset), Rot, scale); + Editor_AddMatrix((float(*)[4])&Mtx_RedX, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*)redHandle); + + ApplyMatrixTransformations((float(*)[4])&Mtx_GreenY, FVector(Pos.x - _gizmoOffset, Pos.y, Pos.z), greenRot, scale); + Editor_AddMatrix((float(*)[4])&Mtx_GreenY, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*)greenHandle); + + ApplyMatrixTransformations((float(*)[4])&Mtx_BlueZ, FVector(Pos.x, Pos.y + _gizmoOffset, Pos.z), blueRot, scale); + Editor_AddMatrix((float(*)[4])&Mtx_BlueZ, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*)blueHandle); +} +} diff --git a/src/engine/editor/Gizmo.h b/src/engine/editor/Gizmo.h new file mode 100644 index 000000000..47ef99549 --- /dev/null +++ b/src/engine/editor/Gizmo.h @@ -0,0 +1,85 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "Collision.h" +#include "GameObject.h" + +namespace Editor { + +class Gizmo { +public: + + enum class GizmoHandle { + None, + All_Axis, + X_Axis, + Y_Axis, + Z_Axis + }; + + enum class TranslationMode { + Move, + Rotate, + Scale + }; + + void Tick(); + void Draw(); + void Load(); + + void SetGizmo(GameObject* object, Ray ray); + void SetGizmoNoCursor(GameObject* object); // Used for scene explorer selection + void Translate(); + void Rotate(); + void Scale(); + void DrawHandles(); + f32 SnapToSurface(FVector* pos); + + struct TrackDimensions { + s16 MinX = -10000; + s16 MaxX = 10000; + s16 MinY = -3000; + s16 MaxY = 3000; + s16 MinZ = -10000; + s16 MaxZ = 10000; + }; + TrackDimensions dimensions; + + bool Enabled; + bool ManipulationStart = true; + FVector InitialScale = {1, 1, 1}; + IRotator InitialRotation = {0, 0, 0}; + GizmoHandle SelectedHandle; + + GameObject RedCollision; + GameObject GreenCollision; + GameObject BlueCollision; + + GameObject RedRotateCollision; + GameObject GreenRotateCollision; + GameObject BlueRotateCollision; + + GameObject RedScaleCollision; + GameObject GreenScaleCollision; + GameObject BlueScaleCollision; + + MtxF Mtx_RedX; + MtxF Mtx_GreenY; + MtxF Mtx_BlueZ; + + FVector Pos; // Global scene view + IRotator Rot = {0, 0, 0}; + float AllAxisRadius = 3.0f; // Free move selection radius + float PickDistance; + FVector _cursorOffset; + float _gizmoOffset = 8.0f; + + float HandleSize = 2.0f; + + FVector _ray; + GameObject* _selected = nullptr; + private: + bool _draw = false; +}; +} diff --git a/src/engine/editor/Handles.cpp b/src/engine/editor/Handles.cpp new file mode 100644 index 000000000..9074a2b45 --- /dev/null +++ b/src/engine/editor/Handles.cpp @@ -0,0 +1,23 @@ +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> + +#include "Handles.h" + +namespace Editor { + Handles::Handles() { + Pos = &pos; + Rot = &rot; + } + + void Handles::Load() { + + } + + void Handles::Tick() { + + } + + void Handles::Draw() { + + } +}
\ No newline at end of file diff --git a/src/engine/editor/Handles.h b/src/engine/editor/Handles.h new file mode 100644 index 000000000..1faa4b59e --- /dev/null +++ b/src/engine/editor/Handles.h @@ -0,0 +1,19 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "GameObject.h" + +namespace Editor { + class Handles : public GameObject { + + Handles(); + + virtual void Tick() override; + virtual void Draw() override; + virtual void Load() override; + + FVector pos; + IRotator rot; + }; +} 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"); + } +} diff --git a/src/engine/editor/Light.h b/src/engine/editor/Light.h new file mode 100644 index 000000000..972942663 --- /dev/null +++ b/src/engine/editor/Light.h @@ -0,0 +1,2143 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "Collision.h" +#include "Gizmo.h" +#include "GameObject.h" + +namespace Editor { + +class LightObject : public GameObject { +public: + LightObject(const char* name, FVector* pos, s8* direction); + + virtual void Draw() override; + virtual void Tick() override; + virtual void Load() override; + + static size_t NumLights; + FVector LightPos = FVector(0, 100, 0); + IRotator LightRot = IRotator(0, 0, 0); + FVector LightScale = FVector(0.1, 0.1, 0.1); + s8* Direction; + s32 _despawnFlag = 0; + +u8 sun_sun_rgba32[16384] = { + 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, + 0x01, 0x01, 0x01, 0x00, 0x01, 0x01, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, + 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0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x01, 0x00, + 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, + +}; + +Vtx sun_LightModel_mesh_vtx_cull[8] = { + {{ {-100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {-100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {-100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {-100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {100, -100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, + {{ {100, 100, 0}, 0, {0, 0}, {0, 0, 0, 0} }}, +}; + +Vtx sun_LightModel_mesh_vtx_0[4] = { + {{ {-100, -100, 0}, 0, {-16, 2032}, {0, 0, 127, 255} }}, + {{ {100, -100, 0}, 0, {2032, 2032}, {0, 0, 127, 255} }}, + {{ {100, 100, 0}, 0, {2032, -16}, {0, 0, 127, 255} }}, + {{ {-100, 100, 0}, 0, {-16, -16}, {0, 0, 127, 255} }}, +}; + +Gfx sun_LightModel_mesh_tri_0[3] = { + gsSPVertex(sun_LightModel_mesh_vtx_0 + 0, 4, 0), + gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0), + gsSPEndDisplayList(), +}; + +Gfx mat_sun_sun[13] = { + gsSPSetGeometryMode(G_FOG), + gsSPClearGeometryMode(G_CULL_BACK | G_CLIPPING), + gsDPPipeSync(), + gsDPSetCombineLERP(0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0, COMBINED, 0, PRIMITIVE, 0, COMBINED, 0, PRIMITIVE, 0), + gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2), + gsSPTexture(65535, 65535, 0, 0, 1), + gsDPSetPrimColor(0, 0, 255, 255, 255, 128), + gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_32b_LOAD_BLOCK, 1, sun_sun_rgba32), + gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_32b_LOAD_BLOCK, 0, 0, 7, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 0, 0), + gsDPLoadBlock(7, 0, 0, 4095, 64), + gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_32b, 16, 0, 0, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, 0), + gsDPSetTileSize(0, 0, 0, 252, 252), + gsSPEndDisplayList(), +}; + +Gfx mat_revert_sun_sun[4] = { + gsSPClearGeometryMode(G_FOG), + gsSPSetGeometryMode(G_CULL_BACK | G_CLIPPING), + gsDPPipeSync(), + gsSPEndDisplayList(), +}; + +Gfx sun_LightModel_mesh[13] = { + gsSPClearGeometryMode(G_LIGHTING), + gsSPVertex(sun_LightModel_mesh_vtx_cull + 0, 8, 0), + gsSPSetGeometryMode(G_LIGHTING), + gsSPCullDisplayList(0, 7), + gsSPDisplayList(mat_sun_sun), + gsSPDisplayList(sun_LightModel_mesh_tri_0), + gsSPDisplayList(mat_revert_sun_sun), + gsDPPipeSync(), + gsSPSetGeometryMode(G_LIGHTING), + gsSPClearGeometryMode(G_TEXTURE_GEN), + gsDPSetCombineLERP(0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT, 0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT), + gsSPTexture(65535, 65535, 0, 0, 0), + gsSPEndDisplayList(), +}; + + +}; +} diff --git a/src/engine/editor/ObjectPicker.cpp b/src/engine/editor/ObjectPicker.cpp new file mode 100644 index 000000000..9cfeed5f8 --- /dev/null +++ b/src/engine/editor/ObjectPicker.cpp @@ -0,0 +1,207 @@ +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "../CoreMath.h" +#include <libultra/types.h> +#include "../World.h" + +#include "ObjectPicker.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" +} + +namespace Editor { + +void ObjectPicker::Load() { + eGizmo.Load(); +} + +void ObjectPicker::Tick() { +} + +void ObjectPicker::SelectObject(std::vector<GameObject*> objects) { + Ray ray; + ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + + // This allows selection of objects in the scene explorer. + // Otherwise this would still run when selecting buttons in editor windows. + if (IsInGameScreen()) { + ray.Direction = ScreenRayTrace(); + + ObjectPicker::FindObject(ray, objects); + + if (_selected != nullptr) { + eGizmo.SetGizmo(_selected, ray); + eGizmo.Enabled = true; + } else { + //eGizmo.Disable(); + eGizmo.Enabled = false; + eGizmo._selected = nullptr; + } + } +} + +void ObjectPicker::DragHandle() { + Ray ray; + ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]); + ray.Direction = ScreenRayTrace(); + + // Skip if a drag is already in progress + if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) { + eGizmo._ray = ray.Direction; + eGizmo.Tick(); + return; + } + + // Is the gizmo being dragged? + if (!eGizmo.Enabled) { return; } + float closestDistance = FLT_MAX; + std::optional<FVector> closestClickPos; + Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None; + + // All axis grab. Not used in rotate mode rotate + if (static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0)) != Gizmo::TranslationMode::Rotate) { + float t; + if (IntersectRaySphere(ray, eGizmo.Pos, eGizmo.AllAxisRadius, t)) { + if (t < closestDistance) { + closestDistance = t; + closestClickPos = ray.Origin + ray.Direction * t; + closestHandle = Gizmo::GizmoHandle::All_Axis; + } + } + } + + // Arrow handles + auto tryHandle = [&](Gizmo::GizmoHandle handle, MtxF mtx, const std::vector<Triangle>& tris) { + for (const auto& tri : tris) { + if (auto clickPos = QueryHandleIntersection(mtx, ray, tri)) { + float dist = (*clickPos - ray.Origin).Magnitude(); + if (dist < closestDistance) { + closestDistance = dist; + closestClickPos = *clickPos; + closestHandle = handle; + } + } + } + }; + + switch(static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0))) { + case Gizmo::TranslationMode::Move: + tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueCollision.Triangles); + break; + case Gizmo::TranslationMode::Rotate: + tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_RedX, eGizmo.RedRotateCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenRotateCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueRotateCollision.Triangles); + break; + case Gizmo::TranslationMode::Scale: + tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedScaleCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenScaleCollision.Triangles); + tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueScaleCollision.Triangles); + break; + + } + + if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) { + eGizmo.SelectedHandle = closestHandle; + eGizmo._ray = ray.Direction; + eGizmo._cursorOffset = eGizmo.Pos - *closestClickPos; + eGizmo.PickDistance = closestDistance; + } +} + +void ObjectPicker::Draw() { + if (_selected != NULL) { + eGizmo.Draw(); + } + + if (Debug) { + Mat4 CursorMtx; + IRotator rot = IRotator(0,0,0); + FVector scale = FVector(0.1, 0.1, 0.1); + FVector ray = ScreenRayTrace(); + + float x = (cameras[0].pos[0] + ray.x * 800); + float y = (cameras[0].pos[1] + ray.y * 800); + float z = (cameras[0].pos[2] + ray.z * 800); + + ApplyMatrixTransformations((float(*)[4])&CursorMtx, FVector(x, y, z), rot, scale); + Editor_AddMatrix((float(*)[4])&CursorMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__tracks/sphere"); + } +} + +void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) { + bool found = false; + GameObject* closestObject = nullptr; + float closestDistance = FLT_MAX; + + for (auto& object : objects) { + float boundingBox = object->BoundingBoxSize; + if (boundingBox == 0.0f) { + boundingBox = 2.0f; + } + + switch(object->Collision) { + case GameObject::CollisionType::VTX_INTERSECT: + for (const auto& tri : object->Triangles) { + float t; + if (IntersectRayTriangleAndTransform(ray, *object->Pos, tri, t)) { + if (t < closestDistance) { + closestDistance = t; + closestObject = object; + printf("SELECTED OBJECT\n"); + } + } + } + break; + case GameObject::CollisionType::BOUNDING_BOX: { + float max = 2.0f; + float min = -2.0f; + Vec3f boxMin = { object->Pos->x + boundingBox * min, + object->Pos->y + boundingBox * min, + object->Pos->z + boundingBox * min }; + + Vec3f boxMax = { object->Pos->x + boundingBox * max, + object->Pos->y + boundingBox * max, + object->Pos->z + boundingBox * max }; + float t; + if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) { + if (t < closestDistance) { + closestDistance = t; + closestObject = object; + printf("FOUND BOUNDING BOX OBJECT\n"); + } + break; + } + break; + } + case GameObject::CollisionType::BOUNDING_SPHERE: + printf("Editor::ObjectPicker.cpp Bounding sphere collision type not yet supported\n"); + break; + } + } + if (closestObject != nullptr) { + _selected = closestObject; + // printf("FOUND COLLISION %d\n", type); + } else { + // printf("NO COLLISION\n"); + _selected = nullptr; + } +} +} diff --git a/src/engine/editor/ObjectPicker.h b/src/engine/editor/ObjectPicker.h new file mode 100644 index 000000000..e96bddcbc --- /dev/null +++ b/src/engine/editor/ObjectPicker.h @@ -0,0 +1,28 @@ +#pragma once + +#include <libultraship/libultraship.h> +#include <libultra/gbi.h> +#include "Collision.h" +#include "Gizmo.h" +#include "GameObject.h" + +namespace Editor { + class ObjectPicker { + public: + void SelectObject(std::vector<GameObject*> objects); + void DragHandle(); + void Draw(); + void FindObject(Ray ray, std::vector<GameObject*> objects); + void Load(); + void Tick(); + Gizmo eGizmo; + GameObject* _selected; + private: + bool _draw = false; + GameObject* _lastSelected; + s32 Inverse(MtxF* src, MtxF* dest); + void Copy(MtxF* src, MtxF* dest); + void Clear(MtxF* mf); + bool Debug = false; + }; +} diff --git a/src/engine/editor/SceneManager.cpp b/src/engine/editor/SceneManager.cpp new file mode 100644 index 000000000..a2de6656c --- /dev/null +++ b/src/engine/editor/SceneManager.cpp @@ -0,0 +1,156 @@ +#include "SceneManager.h" +#include "port/Game.h" +#include "CoreMath.h" +#include "World.h" +#include "GameObject.h" + +#include <iostream> +#include <fstream> +#include <nlohmann/json.hpp> +#include "port/Engine.h" +#include <libultraship/src/resource/type/Json.h> +#include "port/resource/type/Minimap.h" +#include <libultraship/src/resource/File.h> +#include "port/resource/type/ResourceType.h" + +namespace Editor { + + std::shared_ptr<Ship::Archive> CurrentArchive; + std::string SceneFile = ""; + + void SaveLevel() { + auto props = gWorldInstance.CurrentCourse->Props; + + if ((CurrentArchive) && (!SceneFile.empty())) { + nlohmann::json data; + + data["Props"] = props.to_json(); + + nlohmann::json staticMesh; + + for (const auto& mesh : gWorldInstance.StaticMeshActors) { + staticMesh.push_back(mesh->to_json()); + } + data["StaticMeshActors"] = staticMesh; + + // nlohmann::json actors; + + // for (const auto& actor : gWorldInstance.Actors) { + // actors.push_back(actor->to_json()); + // } + // data["Actors"] = actors; + + // nlohmann::json objects; + + // for (const auto& object : gWorldInstance.Objects) { + // objects.push_back(object->to_json()); + // } + // data["Objects"] = objects; + + try { + auto dat = data.dump(); + std::vector<uint8_t> stringify; + stringify.assign(dat.begin(), dat.end()); + + bool wrote = GameEngine::Instance->context->GetResourceManager()->GetArchiveManager()->WriteFile(CurrentArchive, SceneFile, stringify); + if (wrote) { + printf("Successfully wrote scene file!\n Wrote: %s\n", SceneFile.c_str()); + } else { + printf("Failed to write scene file!\n"); + } + } catch (const nlohmann::json::exception& e) { + printf("SceneManager::SaveLevel():\n JSON error during dump: %s\n", e.what()); + } + } else { + printf("Could not save scene file, SceneFile or CurrentArchive not set\n"); + } + } + + void LoadLevel(std::shared_ptr<Ship::Archive> archive, Course* course, std::string sceneFile) { + SceneFile = sceneFile; + + if (archive) { + auto initData = std::make_shared<Ship::ResourceInitData>(); + initData->Parent = archive; + initData->Format = RESOURCE_FORMAT_BINARY; + initData->ByteOrder = Ship::Endianness::Little; + initData->Type = static_cast<uint32_t>(Ship::ResourceType::Json); + initData->ResourceVersion = 0; + + nlohmann::json data = std::static_pointer_cast<Ship::Json>( + GameEngine::Instance->context->GetResourceManager()->LoadResource(sceneFile, true, initData))->Data; + + if (data.is_null() || data.empty()) { + return; + } + + // Load the Props (deserialize it) + if (data.contains("Props")) { + auto& propsJson = data["Props"]; + try { + course->Props.from_json(propsJson); + } catch(const std::exception& e) { + std::cerr << "SceneManager::LoadLevel() Error parsing track properties: " << e.what() << std::endl; + std::cerr << " Is your scene.json file out of date?" << std::endl; + } + } else { + std::cerr << "Props data not found in the JSON file!" << std::endl; + } + + // Load the Actors (deserialize them) + if (data.contains("StaticMeshActors")) { + auto& actorsJson = data["StaticMeshActors"]; + gWorldInstance.StaticMeshActors.clear(); // Clear existing actors, if any + + for (const auto& actorJson : actorsJson) { + Load_AddStaticMeshActor(actorJson); + } + } else { + std::cerr << "Actors data not found in the JSON file!" << std::endl; + } + } + } + + void Load_AddStaticMeshActor(const nlohmann::json& actorJson) { + gWorldInstance.StaticMeshActors.push_back(new StaticMeshActor("", FVector(0, 0, 0), IRotator(0, 0, 0), FVector(1, 1, 1), "", nullptr)); + auto actor = gWorldInstance.StaticMeshActors.back(); + actor->from_json(actorJson); + + printf("After from_json: Pos(%f, %f, %f), Name: %s, Model: %s\n", + actor->Pos.x, actor->Pos.y, actor->Pos.z, actor->Name.c_str(), actor->Model.c_str()); + gEditor.AddObject(actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) nullptr, 1.0f, + GameObject::CollisionType::BOUNDING_BOX, 20.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) 1); + } + + void SetSceneFile(std::shared_ptr<Ship::Archive> archive, std::string sceneFile) { + CurrentArchive = archive; + SceneFile = sceneFile; + } + + void LoadMinimap(std::shared_ptr<Ship::Archive> archive, Course* course, std::string filePath) { + printf("LOADING MINIMAP %s\n", filePath.c_str()); + if (archive) { + auto initData = std::make_shared<Ship::ResourceInitData>(); + initData->Parent = archive; + initData->Format = RESOURCE_FORMAT_BINARY; + initData->ByteOrder = Ship::Endianness::Little; + initData->Type = static_cast<uint32_t>(MK64::ResourceType::Minimap); + initData->ResourceVersion = 0; + + std::shared_ptr<MK64::Minimap> ptr = std::static_pointer_cast<MK64::Minimap>( + GameEngine::Instance->context->GetResourceManager()->LoadResource(filePath, true, initData)); + + if (ptr) { + printf("LOADED MINIMAP!\n"); + MK64::MinimapTexture texture = ptr->Texture; + course->Props.Minimap.Texture = (const char*)texture.Data; + course->Props.Minimap.Width = texture.Width; + course->Props.Minimap.Height = texture.Height; + } else { // Fallback + course->Props.Minimap.Texture = gTextureCourseOutlineMarioRaceway; + course->Props.Minimap.Width = ResourceGetTexWidthByName(course->Props.Minimap.Texture); + course->Props.Minimap.Height = ResourceGetTexHeightByName(course->Props.Minimap.Texture); + } + } + } +} diff --git a/src/engine/editor/SceneManager.h b/src/engine/editor/SceneManager.h new file mode 100644 index 000000000..58699107e --- /dev/null +++ b/src/engine/editor/SceneManager.h @@ -0,0 +1,13 @@ +#include <libultraship/libultraship.h> +#include "engine/courses/Course.h" + +namespace Editor { + void SaveLevel(); + void LoadLevel(std::shared_ptr<Ship::Archive> archive, Course* course, std::string sceneFile); + void Load_AddStaticMeshActor(const nlohmann::json& actorJson); + void SetSceneFile(std::shared_ptr<Ship::Archive> archive, std::string sceneFile); + void LoadMinimap(std::shared_ptr<Ship::Archive> archive, Course* course, std::string filePath); + + extern std::shared_ptr<Ship::Archive> CurrentArchive; // This is used to retrieve and write the scene data file + extern std::string SceneFile; +} |
