#include #include #include #include "../CoreMath.h" #include #include "../World.h" #include "Light.h" #include "port/Engine.h" #include #include #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"); } } // namespace Editor