From 44db9bab773cc3b14c8f944a9411673b6fe08b01 Mon Sep 17 00:00:00 2001 From: MegaMech Date: Sat, 7 Jun 2025 21:38:12 -0600 Subject: Add Interpolation (#204) * initial work * more work * progress * Fixed slow fps * Add Lywx changes * Interp Works * Test default tick/logic update * Added missing include (#202) * Added missing include * More missing includes --------- Co-authored-by: MegaMech * test * Revert "test" This reverts commit 1a810d74cc8531ce486bcb1c399cc6798fa1b51d. * Interp Item box * Actually interpolate item box * fix clouds * interp player? * Test 2 * Fix mistake * tag and fix item boxes * tag fake item box and whatever func_800696CC is * these aren't needed * tag karts * Slightly better falling rocks(still needs work) * Tag Smoke and Dust * Removed unneeded code from falling_rock * tag whatever func_80051ABC is * add missing rotate x coord * GrandPrixBallon/kart shadow * Green shells tag, and added comments I neglected to add before. * doesn't compile on win * Fixes * Disabled camera interpolation * Balloons fixes * progress * set_transform_matrix compiles * Compile setTransformMatrix * More transforms interp * Add more interps * matrix * Matrix multi interp * Fix interpolation camera bug * Missing includes needed for Linux. * Excluded access to HM64 Labs on Switch. * interpolation tags for various objects * Bowser castle statue flame interpolated. * tag hedgehogs * cloud interpolation * Interpolated smoke particles from shells * cloud interpolation refactor * Interpolated snowflakes * Interpolated penguins, also added comment tags to places I missed. * tag Snowman interpolation * Interpolated player reflection(sherbet land) * Forgot to uncomment stuff while testing * better tag * tag leaves * Set the default FPS to 30 * tag hud * Fixed "Match Refresh Rate" option * adjust draw distance * remove innecessary rock tag * rag rocks * better tag * Tagged player rank placement in HUD * Tagged Bat, Boos, and TrashBin(Banshee Boardwalk objects) * Refactor render_screens and fix editor raycast * better object interpolation * shift is not needed here * fix tag * fix tags * mole comments * comment * Changed how shell flames are interpolated. * interpolated ended scene fireworks. * Tagged star particles in the ending scene * Shell flames handled better. * this isn't needed * Fix multiplayer cameras * Fixed loading battle maps. * Tagged battle balloons * Some fixes for battle mode * No longer needed changes toAFinishline with the changes mega made. * Tag finishline * fix to make it compile with cmake 3.31 * changed mtxf_multiplication() to fix vert explosion in Desert & DK parkway.(provided by Coco.) * fix memory leaks, avoid invalidate texture (#207) * Fixed macos * More stupid fixes * update with main and update torch and lus and enable action on this branch * Update FrameInterpolation.h * Update FrameInterpolation.cpp * fix some memory leak * Update torch * Update torch * update torch and lus * reduce texture import * don't use fork of torch and lus * Update torch * Update torch --------- Co-authored-by: Lywx * Refactor World::Courses to unique_ptr (#211) * wip course unique ptr * Track unique_ptr : This probably compiles * Finish impl Courses as unique_ptr * Fix error * Fixes * More fixes * Cleanup * Remove old vars --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> * particle boat and train * fix player particle interpolation * add modify interpolation target fps in menu * fix windows * Update libultraship * Fix logo interp * Interp SetTextMatrix * Fix freecam camera * Clarify comment * Clarify func * fix linux compilation * Update Thwomp.cpp * Update Thwomp.h * Update render.inc.c * Update render.inc.c * Update gbiMacro.c * interp falling rock shadow * Revert change that has no explanation * Update code_80057C60.c * Update code_80057C60.c * Update GrandPrixBalloons.cpp * Update Lakitu.cpp * Update framebuffer_effects.c * Update render_courses.c --------- Co-authored-by: Sonic Dreamcaster Co-authored-by: KiritoDv Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com> Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: coco875 <59367621+coco875@users.noreply.github.com> Co-authored-by: coco875 --- src/engine/editor/EditorMath.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/engine/editor/EditorMath.cpp') diff --git a/src/engine/editor/EditorMath.cpp b/src/engine/editor/EditorMath.cpp index 92d7d2a38..f3833008b 100644 --- a/src/engine/editor/EditorMath.cpp +++ b/src/engine/editor/EditorMath.cpp @@ -31,9 +31,9 @@ bool IsInGameScreen() { // Define viewport boundaries auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport; - int left = gfx_current_game_window_viewport.width; + int left = gfx_current_game_window_viewport.x; int right = left + OTRGetGameRenderWidth(); - int top = gfx_current_game_window_viewport.height; + int top = gfx_current_game_window_viewport.y; int bottom = top + OTRGetGameRenderHeight(); // Check if the mouse is within the game render area @@ -46,8 +46,8 @@ FVector ScreenRayTrace() { Ship::Coords mouse = wnd->GetMousePos(); auto gfx_current_game_window_viewport = GetInterpreter()->mGameWindowViewport; - mouse.x -= gfx_current_game_window_viewport.width; - mouse.y -= gfx_current_game_window_viewport.height; + mouse.x -= gfx_current_game_window_viewport.x; + mouse.y -= gfx_current_game_window_viewport.y; // Get screen dimensions uint32_t width = OTRGetGameViewportWidth(); uint32_t height = OTRGetGameViewportHeight(); -- cgit v1.2.3