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#include <libultraship.h>
#include "Matrix.h"
#include "Actor.h"
#include "engine/World.h"
// Editor
#include "engine/editor/Collision.h"
extern "C" {
#include "math_util.h"
}
AActor::AActor() {}
AActor::AActor(SpawnParams params) {
ResourceName = "mk:actor"; // This needs to be overridden in derived classes
SpawnPos = params.Location.value_or(FVector{0.0f, 0.0f, 0.0f});
SpawnRot = params.Rotation.value_or(IRotator{0, 0, 0});
SpawnScale = params.Scale.value_or(FVector(0, 0, 0));
Speed = params.Speed.value_or(0.0f);
}
void AActor::BeginPlay() {
// This makes actors clickable in the editor
if (Editor_IsEnabled()) {
if ((nullptr != Model) && (Model[0] != '\0')) {
// Prevent collision mesh from being generated extra times.
if (Triangles.size() == 0) {
TrackEditor::GenerateCollisionMesh(this, (Gfx*)LOAD_ASSET_RAW(Model), 1.0f);
}
}
}
}
// Virtual functions to be overridden by derived classes
void AActor::Tick() { }
void AActor::Draw(Camera *camera) {
if (Model) {
Mat4 mtx;
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
ApplyMatrixTransformations(mtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
if (render_set_position(mtx, 0) != 0) {
gSPDisplayList(gDisplayListHead++, (Gfx*)Model);
}
}
}
void AActor::Collision(Player* player, AActor* actor) {}
void AActor::VehicleCollision(s32 playerId, Player* player){}
void AActor::Destroy() {
bPendingDestroy = true;
}
bool AActor::IsMod() { return false; }
void AActor::SetLocation(FVector pos) {
Pos[0] = pos.x;
Pos[1] = pos.y;
Pos[2] = pos.z;
}
FVector AActor::GetLocation() const {
return FVector(Pos[0], Pos[1], Pos[2]);
}
IRotator AActor::GetRotation() const {
IRotator rot;
rot.Set(Rot[0], Rot[1], Rot[2]);
return rot;
}
FVector AActor::GetScale() const {
return Scale;
}
void AActor::SetSpawnParams(SpawnParams& params) {
params.Name = ResourceName;
params.Location = SpawnPos;
params.Rotation = SpawnRot;
params.Scale = SpawnScale;
params.Speed = Speed;
}
void AActor::Translate(FVector pos) {
SpawnPos = pos;
Pos[0] = pos.x;
Pos[1] = pos.y;
Pos[2] = pos.z;
}
void AActor::Rotate(IRotator rot) {
SpawnRot = rot;
Rot[0] = rot.pitch;
Rot[1] = rot.yaw;
Rot[2] = rot.roll;
}
void AActor::SetScale(FVector scale) {
SpawnScale = scale;
Scale = scale;
}
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