diff options
Diffstat (limited to 'src/engine/World.cpp')
| -rw-r--r-- | src/engine/World.cpp | 84 |
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 +} |
