diff options
Diffstat (limited to 'src/engine/editor/Light.cpp')
| -rw-r--r-- | src/engine/editor/Light.cpp | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/src/engine/editor/Light.cpp b/src/engine/editor/Light.cpp index 594383bd3..c4a368421 100644 --- a/src/engine/editor/Light.cpp +++ b/src/engine/editor/Light.cpp @@ -30,55 +30,55 @@ namespace Editor { size_t LightObject::NumLights = 0; - LightObject::LightObject(const char* name, FVector* pos, s8* direction) : GameObject(nullptr, nullptr) { - Name = name; - Pos = &LightPos; - Rot = &LightRot; - Scale = &LightScale; - - DespawnFlag = &_despawnFlag; - DespawnValue = -1; - - Direction = direction; - - Collision = CollisionType::BOUNDING_BOX; - BoundingBoxSize = 4.0f; - - NumLights += 1; - } - - void LightObject::Load() { - } - - void LightObject::Tick() { - SetDirectionFromRotator(*Rot, Direction); - } - void LightObject::Draw() { - Mat4 mtx_sun; - Editor_MatrixIdentity(mtx_sun); - gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH); - gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); - - - // Calculate camera-to-object distance - FVector cameraDir = FVector(LightPos.x - cameras[0].pos[0], LightPos.y - cameras[0].pos[1], LightPos.z - cameras[0].pos[2]); - cameraDir = cameraDir.Normalize(); - - IRotator centerRot; - SetRotatorFromDirection(cameraDir, ¢erRot); - - // Account for object not facing the correct direction when exported - centerRot.yaw += 0x4000; - ApplyMatrixTransformations(mtx_sun, LightPos, centerRot, LightScale); - Editor_AddMatrix(mtx_sun, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(gDisplayListHead++, sun_LightModel_mesh); - - // Draw Arrow - Mat4 mtx_arrow; - IRotator rot = LightRot; - rot.yaw += 0x4000; - ApplyMatrixTransformations(mtx_arrow, LightPos, rot, LightScale); - Editor_AddMatrix(mtx_arrow, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__editor/light/sun_arrow"); - } +LightObject::LightObject(const char* name, FVector* pos, s8* direction) : GameObject(nullptr, nullptr) { + Name = name; + Pos = &LightPos; + Rot = &LightRot; + Scale = &LightScale; + + DespawnFlag = &_despawnFlag; + DespawnValue = -1; + + Direction = direction; + + Collision = CollisionType::BOUNDING_BOX; + BoundingBoxSize = 4.0f; + + NumLights += 1; +} + +void LightObject::Load() { +} + +void LightObject::Tick() { + SetDirectionFromRotator(*Rot, Direction); +} +void LightObject::Draw() { + Mat4 mtx_sun; + Editor_MatrixIdentity(mtx_sun); + gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH); + gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING); + + // Calculate camera-to-object distance + FVector cameraDir = + FVector(LightPos.x - cameras[0].pos[0], LightPos.y - cameras[0].pos[1], LightPos.z - cameras[0].pos[2]); + cameraDir = cameraDir.Normalize(); + + IRotator centerRot; + SetRotatorFromDirection(cameraDir, ¢erRot); + + // Account for object not facing the correct direction when exported + centerRot.yaw += 0x4000; + ApplyMatrixTransformations(mtx_sun, LightPos, centerRot, LightScale); + Editor_AddMatrix(mtx_sun, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, sun_LightModel_mesh); + + // Draw Arrow + Mat4 mtx_arrow; + IRotator rot = LightRot; + rot.yaw += 0x4000; + ApplyMatrixTransformations(mtx_arrow, LightPos, rot, LightScale); + Editor_AddMatrix(mtx_arrow, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); + gSPDisplayList(gDisplayListHead++, (Gfx*) "__OTR__editor/light/sun_arrow"); } +} // namespace Editor |
