diff options
Diffstat (limited to 'src/engine/World.cpp')
| -rw-r--r-- | src/engine/World.cpp | 58 |
1 files changed, 35 insertions, 23 deletions
diff --git a/src/engine/World.cpp b/src/engine/World.cpp index 8e20806ff..71b0c856c 100644 --- a/src/engine/World.cpp +++ b/src/engine/World.cpp @@ -21,7 +21,8 @@ extern "C" { #include "mario_raceway_data.h" } -World::World() {} +World::World() { +} Course* CurrentCourse; Cup* CurrentCup; @@ -38,7 +39,8 @@ void World::SetCourseFromCup() { CurrentCourse = CurrentCup->GetCourse(); } -TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) { +TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, + f32 exitRadius) { auto crossing = std::make_shared<TrainCrossing>(position, waypointMin, waypointMax, approachRadius, exitRadius); Crossings.push_back(crossing); return crossing.get(); @@ -119,11 +121,12 @@ AActor* World::AddActor(AActor* actor) { Actors.push_back(actor); if (actor->Model != NULL) { - gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, + gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*) &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->Type, 0); } else { - gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->Type, 0); + gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*) &actor->Rot, &actor->Scale, nullptr, 1.0f, + Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->Type, 0); } return Actors.back(); } @@ -139,9 +142,12 @@ struct Actor* World::AddBaseActor() { void World::AddEditorObject(Actor* actor, const char* name) { if (actor->model != NULL) { - gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, (Gfx*)LOAD_ASSET_RAW(actor->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0); + gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*) &actor->rot, nullptr, + (Gfx*) LOAD_ASSET_RAW(actor->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, + 0.0f, (int32_t*) &actor->type, 0); } else { - gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0); + gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*) &actor->rot, nullptr, nullptr, 1.0f, + Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->type, 0); } } @@ -152,7 +158,7 @@ AActor* World::ConvertActorToAActor(Actor* actor) { // Move the ptr back so that it points at the vtable. // Which is the initial item in the class, or in other words // Point to the class. - return reinterpret_cast<AActor*>((char*)actor - sizeof(void*)); + return reinterpret_cast<AActor*>((char*) actor - sizeof(void*)); } /** @@ -161,7 +167,7 @@ AActor* World::ConvertActorToAActor(Actor* actor) { Actor* World::ConvertAActorToActor(AActor* actor) { // Move the ptr forward past the vtable. // This allows C to access the class variables like a normal Actor* struct. - return reinterpret_cast<Actor*>((char*)actor + sizeof(void*)); + return reinterpret_cast<Actor*>((char*) actor + sizeof(void*)); } AActor* World::GetActor(size_t index) { @@ -177,16 +183,18 @@ void World::TickActors() { } } -StaticMeshActor* World::AddStaticMeshActor(std::string name, FVector pos, IRotator rot, FVector scale, std::string model, int32_t* collision) { +StaticMeshActor* World::AddStaticMeshActor(std::string name, FVector pos, IRotator rot, FVector scale, + std::string model, int32_t* collision) { StaticMeshActors.push_back(new StaticMeshActor(name, pos, rot, scale, model, collision)); auto actor = StaticMeshActors.back(); - auto gameObj = gEditor.AddObject(actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model.c_str()), 1.0f, - Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) true); + auto gameObj = gEditor.AddObject( + actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model.c_str()), 1.0f, + Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) true); return actor; } void World::DrawStaticMeshActors() { - for (const auto& actor: StaticMeshActors) { + for (const auto& actor : StaticMeshActors) { actor->Draw(); } } @@ -194,10 +202,10 @@ void World::DrawStaticMeshActors() { void World::DeleteStaticMeshActors() { for (auto it = StaticMeshActors.begin(); it != StaticMeshActors.end();) { if ((*it)->bPendingDestroy) { - delete *it; // Deallocate memory for the actor - it = StaticMeshActors.erase(it); // Remove the pointer from the vector + delete *it; // Deallocate memory for the actor + it = StaticMeshActors.erase(it); // Remove the pointer from the vector } else { - ++it; // Only increment the iterator if we didn't erase an element + ++it; // Only increment the iterator if we didn't erase an element } } } @@ -209,9 +217,13 @@ OObject* World::AddObject(OObject* object) { Object* cObj = &gObjectList[object->_objectIndex]; if (cObj->model != NULL) { - gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, (Gfx*)LOAD_ASSET_RAW(cObj->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1); + gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*) &cObj->orientation, nullptr, + (Gfx*) LOAD_ASSET_RAW(cObj->model), 1.0f, + Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1); } else { - gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1); + gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*) &cObj->orientation, nullptr, + nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, + &object->_objectIndex, -1); } } @@ -228,7 +240,7 @@ void World::TickObjects() { // This is a fallback to support those objects. Probably don't use this. void World::TickObjects60fps() { for (const auto& object : Objects) { - object->Tick60fps(); + object->Tick60fps(); } } @@ -239,19 +251,19 @@ ParticleEmitter* World::AddEmitter(ParticleEmitter* emitter) { void World::DrawObjects(s32 cameraId) { for (const auto& object : Objects) { - object->Draw(cameraId); + object->Draw(cameraId); } } void World::TickParticles() { for (const auto& emitter : Emitters) { - emitter->Tick(); + emitter->Tick(); } } void World::DrawParticles(s32 cameraId) { for (const auto& emitter : Emitters) { - emitter->Draw(cameraId); + emitter->Draw(cameraId); } } @@ -263,8 +275,8 @@ void World::Reset() { } Object* World::GetObjectByIndex(size_t index) { - //if (index < this->Objects.size()) { - // Assuming GameActor::a is accessible, use reinterpret_cast if needed + // if (index < this->Objects.size()) { + // Assuming GameActor::a is accessible, use reinterpret_cast if needed // return reinterpret_cast<Object*>(&this->Objects[index]->o); //} return nullptr; // Or handle the error as needed |
