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-rw-r--r--src/engine/editor/EditorMath.h58
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
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+++ 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);