mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-28 09:18:43 -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:
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#include <libultraship/libultraship.h>
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#include <libultra/gbi.h>
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#include "../CoreMath.h"
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#include <libultra/types.h>
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#include "../World.h"
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#include "Editor.h"
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#include "Collision.h"
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#include "Light.h"
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#include "port/Engine.h"
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#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
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#include <window/Window.h>
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#include "engine/actors/Ship.h"
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#include "port/Game.h"
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extern "C" {
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#include "common_structs.h"
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#include "main.h"
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#include "defines.h"
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#include "actors.h"
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#include "camera.h"
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}
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namespace Editor {
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int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
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uint8_t resize);
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Editor::Editor() {
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}
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void Editor::Load() {
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printf("Editor: Loading Editor...\n");
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eObjectPicker.Load();
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for (auto& object : eGameObjects) {
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GenerateCollisionMesh(object, object->Model, 1.0f);
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object->Load();
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}
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printf("Editor: Loading Complete!\n");
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}
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void Editor::Tick() {
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if (CVarGetInteger("gEditorEnabled", 0) == true) {
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bEditorEnabled = true;
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} else {
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bEditorEnabled = false;
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return;
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}
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auto wnd = GameEngine::Instance->context->GetWindow();
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static bool wasMouseDown = false;
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static bool isDragging = false;
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static Ship::Coords mouseStartPos;
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Ship::Coords mousePos = wnd->GetMousePos();
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bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
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eGameObjects.erase(
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std::remove_if(eGameObjects.begin(), eGameObjects.end(),
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[](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; }),
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eGameObjects.end());
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if (isMouseDown && !wasMouseDown) {
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// Mouse just pressed (Pressed state)
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mouseStartPos = mousePos;
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isDragging = false;
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}
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if (isMouseDown) {
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// Mouse is being held (Held state)
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int dx = mousePos.x - mouseStartPos.x;
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int dy = mousePos.y - mouseStartPos.y;
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int dragThreshold = 5; // Adjust as needed
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if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
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// Squared distance check to avoid unnecessary sqrt()
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isDragging = true;
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eObjectPicker.DragHandle(); // Call drag logic
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}
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}
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if (!isMouseDown && wasMouseDown) {
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// Mouse just released (Released state)
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eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
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eObjectPicker.eGizmo.ManipulationStart = true;
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if (!isDragging) {
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eObjectPicker.SelectObject(eGameObjects);
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}
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}
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wasMouseDown = isMouseDown; // Update previous state
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eObjectPicker.Tick();
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for (auto& object : eGameObjects) {
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object->Tick();
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}
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}
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void Editor::Draw() {
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if (!bEditorEnabled) {
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return;
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}
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eObjectPicker.Draw();
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for (auto& object : eGameObjects) {
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object->Draw();
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}
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}
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GameObject* Editor::AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) {
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//printf("After AddObj: Pos(%f, %f, %f), Name: %s, Model: %s\n",
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// pos->x, pos->y, pos->z, name, model);
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if (model != nullptr) {
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eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue));
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GenerateCollisionMesh(eGameObjects.back(), model, collScale);
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} else { // to bounding box or sphere collision
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eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX,
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10.0f, despawnFlag, despawnValue));
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}
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return eGameObjects.back();
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}
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void Editor::AddLight(const char* name, FVector* pos, s8* rot) {
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eGameObjects.push_back(new LightObject(name, pos, rot));
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}
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void Editor::ClearObjects() {
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for (auto& obj : eGameObjects) {
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delete obj;
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}
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eGameObjects.clear();
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}
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void Editor::DeleteObject() {
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GameObject* obj = eObjectPicker.eGizmo._selected;
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if (obj) {
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*obj->DespawnFlag = obj->DespawnValue;
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obj = nullptr;
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eObjectPicker._selected = nullptr;
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}
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}
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void Editor::ClearMatrixPool() {
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EditorMatrix.clear();
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}
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void Editor::SelectObjectFromSceneExplorer(GameObject* object) {
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eObjectPicker._selected = object;
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eObjectPicker.eGizmo.Enabled = true;
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eObjectPicker.eGizmo.SetGizmoNoCursor(object);
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}
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void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
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eObjectPicker.eGizmo.dimensions.MinX = minX + -1000;
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eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000;
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eObjectPicker.eGizmo.dimensions.MinY = minY + -100;
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eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500;
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eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000;
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eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000;
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}
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}
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