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:
MegaMech
2025-05-14 18:30:32 -06:00
committed by GitHub
parent 70f049cb6c
commit 32632cacdb
374 changed files with 43640 additions and 11666 deletions
+207
View File
@@ -0,0 +1,207 @@
#include <libultraship/libultraship.h>
#include <libultra/gbi.h>
#include "../CoreMath.h"
#include <libultra/types.h>
#include "../World.h"
#include "ObjectPicker.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"
}
namespace Editor {
void ObjectPicker::Load() {
eGizmo.Load();
}
void ObjectPicker::Tick() {
}
void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
Ray ray;
ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
// This allows selection of objects in the scene explorer.
// Otherwise this would still run when selecting buttons in editor windows.
if (IsInGameScreen()) {
ray.Direction = ScreenRayTrace();
ObjectPicker::FindObject(ray, objects);
if (_selected != nullptr) {
eGizmo.SetGizmo(_selected, ray);
eGizmo.Enabled = true;
} else {
//eGizmo.Disable();
eGizmo.Enabled = false;
eGizmo._selected = nullptr;
}
}
}
void ObjectPicker::DragHandle() {
Ray ray;
ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
ray.Direction = ScreenRayTrace();
// Skip if a drag is already in progress
if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) {
eGizmo._ray = ray.Direction;
eGizmo.Tick();
return;
}
// Is the gizmo being dragged?
if (!eGizmo.Enabled) { return; }
float closestDistance = FLT_MAX;
std::optional<FVector> closestClickPos;
Gizmo::GizmoHandle closestHandle = Gizmo::GizmoHandle::None;
// All axis grab. Not used in rotate mode rotate
if (static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0)) != Gizmo::TranslationMode::Rotate) {
float t;
if (IntersectRaySphere(ray, eGizmo.Pos, eGizmo.AllAxisRadius, t)) {
if (t < closestDistance) {
closestDistance = t;
closestClickPos = ray.Origin + ray.Direction * t;
closestHandle = Gizmo::GizmoHandle::All_Axis;
}
}
}
// Arrow handles
auto tryHandle = [&](Gizmo::GizmoHandle handle, MtxF mtx, const std::vector<Triangle>& tris) {
for (const auto& tri : tris) {
if (auto clickPos = QueryHandleIntersection(mtx, ray, tri)) {
float dist = (*clickPos - ray.Origin).Magnitude();
if (dist < closestDistance) {
closestDistance = dist;
closestClickPos = *clickPos;
closestHandle = handle;
}
}
}
};
switch(static_cast<Gizmo::TranslationMode>(CVarGetInteger("eGizmoMode", 0))) {
case Gizmo::TranslationMode::Move:
tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueCollision.Triangles);
break;
case Gizmo::TranslationMode::Rotate:
tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_RedX, eGizmo.RedRotateCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenRotateCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueRotateCollision.Triangles);
break;
case Gizmo::TranslationMode::Scale:
tryHandle(Gizmo::GizmoHandle::Z_Axis, eGizmo.Mtx_RedX, eGizmo.RedScaleCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::X_Axis, eGizmo.Mtx_GreenY, eGizmo.GreenScaleCollision.Triangles);
tryHandle(Gizmo::GizmoHandle::Y_Axis, eGizmo.Mtx_BlueZ, eGizmo.BlueScaleCollision.Triangles);
break;
}
if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) {
eGizmo.SelectedHandle = closestHandle;
eGizmo._ray = ray.Direction;
eGizmo._cursorOffset = eGizmo.Pos - *closestClickPos;
eGizmo.PickDistance = closestDistance;
}
}
void ObjectPicker::Draw() {
if (_selected != NULL) {
eGizmo.Draw();
}
if (Debug) {
Mat4 CursorMtx;
IRotator rot = IRotator(0,0,0);
FVector scale = FVector(0.1, 0.1, 0.1);
FVector ray = ScreenRayTrace();
float x = (cameras[0].pos[0] + ray.x * 800);
float y = (cameras[0].pos[1] + ray.y * 800);
float z = (cameras[0].pos[2] + ray.z * 800);
ApplyMatrixTransformations((float(*)[4])&CursorMtx, FVector(x, y, z), rot, scale);
Editor_AddMatrix((float(*)[4])&CursorMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__tracks/sphere");
}
}
void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
bool found = false;
GameObject* closestObject = nullptr;
float closestDistance = FLT_MAX;
for (auto& object : objects) {
float boundingBox = object->BoundingBoxSize;
if (boundingBox == 0.0f) {
boundingBox = 2.0f;
}
switch(object->Collision) {
case GameObject::CollisionType::VTX_INTERSECT:
for (const auto& tri : object->Triangles) {
float t;
if (IntersectRayTriangleAndTransform(ray, *object->Pos, tri, t)) {
if (t < closestDistance) {
closestDistance = t;
closestObject = object;
printf("SELECTED OBJECT\n");
}
}
}
break;
case GameObject::CollisionType::BOUNDING_BOX: {
float max = 2.0f;
float min = -2.0f;
Vec3f boxMin = { object->Pos->x + boundingBox * min,
object->Pos->y + boundingBox * min,
object->Pos->z + boundingBox * min };
Vec3f boxMax = { object->Pos->x + boundingBox * max,
object->Pos->y + boundingBox * max,
object->Pos->z + boundingBox * max };
float t;
if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
if (t < closestDistance) {
closestDistance = t;
closestObject = object;
printf("FOUND BOUNDING BOX OBJECT\n");
}
break;
}
break;
}
case GameObject::CollisionType::BOUNDING_SPHERE:
printf("Editor::ObjectPicker.cpp Bounding sphere collision type not yet supported\n");
break;
}
}
if (closestObject != nullptr) {
_selected = closestObject;
// printf("FOUND COLLISION %d\n", type);
} else {
// printf("NO COLLISION\n");
_selected = nullptr;
}
}
}