summaryrefslogtreecommitdiff
path: root/src/engine/editor/Light.cpp
blob: c4a368421e90957659a42650a595db18aef1108e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
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");
}
} // namespace Editor