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
+92 -16
View File
@@ -28,7 +28,7 @@
#include "engine/courses/BigDonut.h"
#include "engine/courses/Harbour.h"
#include "engine/courses/TestCourse.h"
#include "engine/actors/AFinishline.h"
#include "engine/actors/Finishline.h"
#include "engine/courses/PodiumCeremony.h"
@@ -43,6 +43,12 @@
#include "Smoke.h"
#include "engine/HM_Intro.h"
#include "engine/editor/Editor.h"
#include "engine/editor/EditorMath.h"
#include "engine/editor/SceneManager.h"
extern "C" {
#include "main.h"
#include "audio/load.h"
@@ -95,6 +101,10 @@ Cup* gBattleCup;
ModelLoader gModelLoader;
HarbourMastersIntro gMenuIntro;
Editor::Editor gEditor;
s32 gTrophyIndex = NULL;
void CustomEngineInit() {
@@ -190,6 +200,26 @@ void CustomEngineInit() {
extern "C" {
void HM_InitIntro() {
gMenuIntro.HM_InitIntro();
}
void HM_TickIntro() {
gMenuIntro.HM_TickIntro();
}
void HM_DrawIntro() {
gMenuIntro.HM_DrawIntro();
}
void CM_SpawnFromLevelProps() {
// Spawning actors needs to be delayed to the correct time.
// And loadlevel needs to happen asap
//Editor::LoadLevel(nullptr);
// Editor::SpawnFromLevelProps();
}
World* GetWorld(void) {
return &gWorldInstance;
}
@@ -324,7 +354,9 @@ void CM_RenderCourse(struct UnkStruct_800DC5EC* arg0) {
if (gWorldInstance.CurrentCourse->IsMod() == false) {
if ((CVarGetInteger("gFreecam", 0) == true)) {
// Render credits courses
func_8029569C();
//gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
//gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
render_credits();
return;
}
}
@@ -353,16 +385,21 @@ void CM_DrawActors(Camera* camera, struct Actor* actor) {
}
}
void CM_DrawStaticMeshActors() {
gWorldInstance.DrawStaticMeshActors();
}
void CM_BeginPlay() {
Course* course = gWorldInstance.CurrentCourse;
if (course) {
// Do not spawn finishline in credits or battle mode. And if bSpawnFinishline.
if ((gGamestate != CREDITS_SEQUENCE) && (gGamestate != BATTLE) && (course->bSpawnFinishline)) {
gWorldInstance.AddActor(new AFinishline(course->FinishlineSpawnPoint));
}
gEditor.AddLight("Sun", nullptr, D_800DC610[1].l->l.dir);
course->BeginPlay();
}
}
@@ -387,6 +424,18 @@ void CM_DrawObjects(s32 cameraId) {
}
}
void CM_TickEditor() {
gEditor.Tick();
}
void CM_DrawEditor() {
gEditor.Draw();
}
void CM_Editor_SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
gEditor.SetLevelDimensions(minX, maxX, minZ, maxZ, minY, maxY);
}
void CM_TickParticles() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.TickParticles();
@@ -434,12 +483,6 @@ void CM_SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f
}
}
void CM_MinimapSettings() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->MinimapSettings();
}
}
void CM_InitCourseObjects() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->InitCourseObjects();
@@ -485,12 +528,6 @@ void CM_WhatDoesThisDoAI(Player* player, int8_t playerId) {
}
}
void CM_MinimapFinishlinePosition() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->MinimapFinishlinePosition();
}
}
void CM_SetStaffGhost() {
if (gWorldInstance.CurrentCourse) {
gWorldInstance.CurrentCourse->SetStaffGhost();
@@ -625,17 +662,50 @@ void CM_DeleteActor(size_t index) {
* Clean up actors and other game objects.
*/
void CM_CleanWorld(void) {
World* world = &gWorldInstance;
for (auto& actor : world->Actors) {
delete actor;
}
for (auto& object : world->Objects) {
delete object;
}
for (auto& emitter : world->Emitters) {
delete emitter;
}
for (auto& actor : world->StaticMeshActors) {
delete actor;
}
gEditor.ClearObjects();
gWorldInstance.Actors.clear();
gWorldInstance.StaticMeshActors.clear();
gWorldInstance.Objects.clear();
gWorldInstance.Emitters.clear();
gWorldInstance.Lakitus.clear();
gWorldInstance.Reset();
}
struct Actor* CM_AddBaseActor(void) {
struct Actor* CM_AddBaseActor() {
return (struct Actor*) gWorldInstance.AddBaseActor();
}
void CM_AddEditorObject(struct Actor* actor, const char* name) {
gWorldInstance.AddEditorObject(actor, name);
}
void Editor_AddLight(s8* direction) {
static size_t i = 0;
gEditor.AddLight(("Light "+std::to_string(i)).c_str(), nullptr, direction);
i += 1;
}
void Editor_ClearMatrix() {
gEditor.ClearMatrixPool();
}
size_t CM_GetActorSize() {
return gWorldInstance.Actors.size();
}
@@ -648,6 +718,11 @@ void CM_ActorCollision(Player* player, Actor* actor) {
}
}
f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
FVector fPos = {pos[0], pos[1], pos[2]};
return gWorldInstance.CurrentCourse->GetWaterLevel(fPos, collision);
}
void* GetMarioRaceway(void) {
return gMarioRaceway;
}
@@ -789,6 +864,7 @@ extern "C"
}
thread5_game_loop();
gEditor.Load();
while (WindowIsRunning()) {
push_frame();
}