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Diffstat (limited to 'src/engine/editor/EditorMath.h')
| -rw-r--r-- | src/engine/editor/EditorMath.h | 58 |
1 files changed, 58 insertions, 0 deletions
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); |
