diff options
Diffstat (limited to 'src/engine/editor/Light.cpp')
| -rw-r--r-- | src/engine/editor/Light.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/src/engine/editor/Light.cpp b/src/engine/editor/Light.cpp new file mode 100644 index 000000000..594383bd3 --- /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, ¢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"); + } +} |
