mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-05 03:08:53 -04:00
Impl new intro (#193)
* Update menus
* Update CMakeLists.txt
* Add Ship
* Impl hm ship actors
* Update HM course
* Impl new intro
* Finish intro scene
* Rename
* Start Editor Work
* raycast works
* Fix ScreenRayTrace in widescreen
* Basic Actor Picking
* wip
* Editor use vtx collision
* gizmo work
* otr works for object picking
* Impl objects for editor
* actor init
* Update
* Add all axis move (freemove)
* Docking Windows works here
* Setup imgui layout for editor
* Editor Snap to Ground works
* Basic Scene Explorer Works
* Editor get actor names
* Impl editor object names
* impl Editor Play and Pause buttons
* Editor translate works while paused
* Fix freecam lighting
* Added adjustable track properties to editor
* Editor matrix, icons, rotation, impl light
* Setup Track Properties 1
* Editor tooling wip
* Load modded o2rs
* Don't enable hud if editor is enabled
* Updates
* SceneManager nearly working
* Fix mario kart 64 intro logo sizing
* Fix Rotator
* Finish new matrix translation code
* Cleanup headers
* Cleanup
* Cleanup 2
* Cleanup 3
* Prevent divize by zero crash
* Add visible circle for translate in all axis
* Editor scaling/rot works properly now
* Scale All_Axis evenly
* Fixes to includes to work on Linux.
* Removed overfilled arguments in gfx_create_framebuffer()
* Added missing function definitions to Game.h
* Editor sun face the camera
* Add rotation model to gizmo
* Add new handles
* Failed attempt at transforming collision
* Impl water volume
* Import fast64 paths
* water surface
* Scene Setup 1
* Custom Track O2R almost working needs testing
* Custom Track Load path O2r
* Render custom track. Wip collision
* Add missing function
* Debug Spawning Custom O2R Track
* Import courses working now
* Fix memory leak
* Remove New Track Button
* Engine.cpp more consistent with sf64
* Fix Editor Enable Button
* Editor Accurate mouse click drag objects
* Editor selects closest object and cleanup
* Gizmo rot and scale collision working
* Remove constexpr from IRotator
* Impl properties for location/rot/scale
* Better Properties display, swap rot handles
* Fix content browser dock and editor now disabled by default
* Remove GameInfoWindow, Multiplayer Button, and FPS Slider
* Disable Editor when its disabled
* Add new logo to hm intro
* Fix pause menu item box cursor
* Remove minimap from Course::from_json and to_json
* Impl Import Minimap
* Fix custom minimap rendering
* minimap uses extension .png
* Refactor minimap
* Freecam only for player 1
* GrandPrix Balloons work in custom track
* Track Id is now std::string and outside of Props
* Moved editor assets to be included in ship.o2r
* Fixed GenerateO2R to package the correct folder and save to the correct filename
* Linux specific changes.
* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)
* Revert "Moved editor assets to be included in ship.o2r"
This reverts commit 05704c01f7.
* Added back files(this time without LUS changes)
* Changed workflow file to use correct filename for assets file.
* Missed a few spots in the workflow file.
* Added .desktop file and made corrections to the main workflow.
* Added the rest of upstream CMakeLists.txt
* disabled USE_NETWORKING
* New InverseMatrix
* Renamed both .o2r files to be more accurate to its contents.
* Reverted CmakeList.txt
---------
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
This commit is contained in:
+78
-6
@@ -6,14 +6,19 @@
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#include "TrainCrossing.h"
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#include <memory>
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#include "objects/Object.h"
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#include "port/Game.h"
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#include "editor/GameObject.h"
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extern "C" {
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#include "camera.h"
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#include "objects.h"
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#include "main.h"
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#include "defines.h"
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#include "audio/external.h"
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#include "menus.h"
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#include "camera.h"
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#include "objects.h"
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#include "main.h"
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#include "defines.h"
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#include "audio/external.h"
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#include "menus.h"
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#include "common_data.h"
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#include "mario_raceway_data.h"
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}
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World::World() {}
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@@ -112,15 +117,34 @@ void World::PreviousCourse() {
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AActor* World::AddActor(AActor* actor) {
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Actors.push_back(actor);
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if (actor->Model != NULL) {
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gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale,
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(Gfx*) LOAD_ASSET_RAW(actor->Model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT,
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0.0f, (int32_t*) &actor->Type, 0);
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} else {
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gEditor.AddObject(actor->Name, (FVector*) &actor->Pos, (IRotator*)&actor->Rot, &actor->Scale, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->Type, 0);
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}
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return Actors.back();
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}
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struct Actor* World::AddBaseActor() {
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Actors.push_back(new AActor());
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AActor* actor = Actors.back();
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// Skip C++ vtable to access variables in C
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return reinterpret_cast<struct Actor*>(reinterpret_cast<char*>(Actors.back()) + sizeof(void*));
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}
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void World::AddEditorObject(Actor* actor, const char* name) {
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if (actor->model != NULL) {
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gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, (Gfx*)LOAD_ASSET_RAW(actor->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0);
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} else {
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gEditor.AddObject(name, (FVector*) &actor->pos, (IRotator*)&actor->rot, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*)&actor->type, 0);
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}
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}
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/**
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* Converts a C struct Actor* to its C++ AActor class
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*/
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@@ -153,8 +177,44 @@ void World::TickActors() {
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}
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}
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StaticMeshActor* World::AddStaticMeshActor(std::string name, FVector pos, IRotator rot, FVector scale, std::string model, int32_t* collision) {
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StaticMeshActors.push_back(new StaticMeshActor(name, pos, rot, scale, model, collision));
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auto actor = StaticMeshActors.back();
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auto gameObj = gEditor.AddObject(actor->Name.c_str(), &actor->Pos, &actor->Rot, &actor->Scale, (Gfx*) LOAD_ASSET_RAW(actor->Model.c_str()), 1.0f,
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Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, (int32_t*) &actor->bPendingDestroy, (int32_t) true);
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return actor;
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}
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void World::DrawStaticMeshActors() {
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for (const auto& actor: StaticMeshActors) {
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actor->Draw();
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}
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}
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void World::DeleteStaticMeshActors() {
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for (auto it = StaticMeshActors.begin(); it != StaticMeshActors.end();) {
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if ((*it)->bPendingDestroy) {
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delete *it; // Deallocate memory for the actor
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it = StaticMeshActors.erase(it); // Remove the pointer from the vector
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} else {
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++it; // Only increment the iterator if we didn't erase an element
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}
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}
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}
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OObject* World::AddObject(OObject* object) {
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Objects.push_back(object);
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if (object->_objectIndex != -1) {
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Object* cObj = &gObjectList[object->_objectIndex];
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if (cObj->model != NULL) {
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gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, (Gfx*)LOAD_ASSET_RAW(cObj->model), 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1);
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} else {
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gEditor.AddObject(object->Name, (FVector*) &cObj->origin_pos[0], (IRotator*)&cObj->orientation, nullptr, nullptr, 1.0f, Editor::GameObject::CollisionType::VTX_INTERSECT, 0.0f, &object->_objectIndex, -1);
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}
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}
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return Objects.back();
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}
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@@ -209,3 +269,15 @@ Object* World::GetObjectByIndex(size_t index) {
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//}
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return nullptr; // Or handle the error as needed
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}
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void World::ClearWorld(void) {
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World::DeleteStaticMeshActors();
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CM_CleanWorld();
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// for (size_t i = 0; i < ARRAY_COUNT(gCollisionMesh); i++) {
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// }
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// gCollisionMesh
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// Paths
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}
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