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-rw-r--r--src/engine/editor/Light.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/engine/editor/Light.cpp b/src/engine/editor/Light.cpp
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--- /dev/null
+++ b/src/engine/editor/Light.cpp
@@ -0,0 +1,84 @@
+#include <iostream>
+#include <libultraship/libultraship.h>
+#include <libultra/gbi.h>
+#include "../CoreMath.h"
+#include <libultra/types.h>
+#include "../World.h"
+
+#include "Light.h"
+#include "port/Engine.h"
+#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
+#include <window/Window.h>
+
+#include "engine/actors/Ship.h"
+#include "port/Game.h"
+#include "Gizmo.h"
+
+#include "EditorMath.h"
+
+extern "C" {
+#include "common_structs.h"
+#include "main.h"
+#include "defines.h"
+#include "actors.h"
+#include "camera.h"
+#include "math_util.h"
+#include "math_util_2.h"
+}
+
+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, &centerRot);
+
+ // 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");
+ }
+}