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Diffstat (limited to 'src/engine/editor/EditorMath.cpp')
-rw-r--r--src/engine/editor/EditorMath.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/src/engine/editor/EditorMath.cpp b/src/engine/editor/EditorMath.cpp
index f541d92f2..38a1fff5e 100644
--- a/src/engine/editor/EditorMath.cpp
+++ b/src/engine/editor/EditorMath.cpp
@@ -42,12 +42,13 @@ bool IsInGameScreen() {
FVector ScreenRayTrace() {
auto wnd = GameEngine::Instance->context->GetWindow();
- Camera* camera = &cameras[0];
+ Camera* camera = gEditor.eCamera;
Ship::Coords mouse = wnd->GetMousePos();
auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport;
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();
@@ -285,7 +286,6 @@ std::optional<FVector> QueryHandleIntersection(MtxF mtx, Ray ray, const Triangle
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;
@@ -381,8 +381,9 @@ float CalculateAngle(const FVector& start, const FVector& end) {
}
void SetDirectionFromRotator(IRotator rot, s8 direction[3]) {
+ rot.yaw += 0xC000; //! @warning dumb hack to align the light properly
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);
+ float pitch = rot.pitch * (M_PI / 32768.0f);
// Compute unit direction vector
float x = cosf(yaw) * cosf(pitch);
@@ -411,10 +412,11 @@ void SetRotatorFromDirection(FVector direction, IRotator* rot) {
}
FVector GetPositionAheadOfCamera(f32 dist) {
- FVector pos = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
+ Camera* camera = gEditor.eCamera;
+ FVector pos = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
- f32 pitch = (cameras[0].rot[2] / 65535.0f) * 360.0f;
- f32 yaw = (cameras[0].rot[1] / 65535.0f) * 360.0f;
+ f32 pitch = (camera->rot[2] / 65535.0f) * 360.0f;
+ f32 yaw = (camera->rot[1] / 65535.0f) * 360.0f;
// Convert degrees to radians
pitch = pitch * M_PI / 180.0f;
@@ -422,7 +424,7 @@ FVector GetPositionAheadOfCamera(f32 dist) {
// Compute forward vector
FVector forward(
- -sinf(yaw), // X
+ sinf(yaw), // X
-sinf(pitch), // Y
cosf(yaw) // Z (vertical component)
);