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-rw-r--r--src/engine/World.cpp84
1 files changed, 78 insertions, 6 deletions
diff --git a/src/engine/World.cpp b/src/engine/World.cpp
index a63c22b10..8e20806ff 100644
--- a/src/engine/World.cpp
+++ b/src/engine/World.cpp
@@ -6,14 +6,19 @@
#include "TrainCrossing.h"
#include <memory>
#include "objects/Object.h"
+#include "port/Game.h"
+
+#include "editor/GameObject.h"
extern "C" {
- #include "camera.h"
- #include "objects.h"
- #include "main.h"
- #include "defines.h"
- #include "audio/external.h"
- #include "menus.h"
+#include "camera.h"
+#include "objects.h"
+#include "main.h"
+#include "defines.h"
+#include "audio/external.h"
+#include "menus.h"
+#include "common_data.h"
+#include "mario_raceway_data.h"
}
World::World() {}
@@ -112,15 +117,34 @@ void World::PreviousCourse() {
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,
+ (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);
+ }
return Actors.back();
}
struct Actor* World::AddBaseActor() {
Actors.push_back(new AActor());
+
+ AActor* actor = Actors.back();
+
// Skip C++ vtable to access variables in C
return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(Actors.back()) + sizeof(void*));
}
+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);
+ } 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);
+ }
+}
+
/**
* Converts a C struct Actor* to its C++ AActor class
*/
@@ -153,8 +177,44 @@ void World::TickActors() {
}
}
+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);
+ return actor;
+}
+
+void World::DrawStaticMeshActors() {
+ for (const auto& actor: StaticMeshActors) {
+ actor->Draw();
+ }
+}
+
+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
+ } else {
+ ++it; // Only increment the iterator if we didn't erase an element
+ }
+ }
+}
+
OObject* World::AddObject(OObject* object) {
Objects.push_back(object);
+
+ if (object->_objectIndex != -1) {
+ 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);
+ } 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);
+ }
+ }
+
return Objects.back();
}
@@ -209,3 +269,15 @@ Object* World::GetObjectByIndex(size_t index) {
//}
return nullptr; // Or handle the error as needed
}
+
+void World::ClearWorld(void) {
+ World::DeleteStaticMeshActors();
+ CM_CleanWorld();
+
+ // for (size_t i = 0; i < ARRAY_COUNT(gCollisionMesh); i++) {
+
+ // }
+
+ // gCollisionMesh
+ // Paths
+}