Editor matrix, icons, rotation, impl light

This commit is contained in:
MegaMech
2025-03-13 16:52:01 -06:00
parent 7674283449
commit 3ab8fe0d71
35 changed files with 3247 additions and 813 deletions
+89 -88
View File
@@ -1,105 +1,106 @@
#include "Collision.h"
namespace Editor {
void GenerateCollisionMesh(GameObject* object, Gfx* model, float scale) {
int8_t opcode;
uintptr_t lo;
uintptr_t hi;
void GenerateCollisionMesh(GameObject& object, Gfx* model, float scale) {
int8_t opcode;
uintptr_t lo;
uintptr_t hi;
Gfx* ptr = model;
Vtx* vtx = NULL;
size_t i = 0;
bool run = true;
while (run) {
i++;
lo = ptr->words.w0;
hi = ptr->words.w1;
Gfx* ptr = model;
Vtx* vtx = NULL;
size_t i = 0;
bool run = true;
while (run) {
i++;
lo = ptr->words.w0;
hi = ptr->words.w1;
opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24);
opcode = (EDITOR_GFX_GET_OPCODE(lo) >> 24);
switch(opcode) {
case G_DL:
GenerateCollisionMesh(object, (Gfx*)hi, scale);
break;
case G_DL_OTR_HASH:
ptr++;
GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale);
break;
case G_VTX:
vtx = (Vtx*)ptr->words.w1;
break;
case G_VTX_OTR_HASH: {
const uintptr_t offset = hi;
ptr++;
vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1);
break;
}
case G_TRI1: {
if (vtx == NULL) {
switch(opcode) {
case G_DL:
GenerateCollisionMesh(object, (Gfx*)hi, scale);
break;
case G_DL_OTR_HASH:
ptr++;
continue;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
object.Triangles.push_back({p1, p2, p3});
break;
}
case G_TRI2: {
if (vtx == NULL) {
GenerateCollisionMesh(object, (Gfx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1), scale);
break;
case G_VTX:
vtx = (Vtx*)ptr->words.w1;
break;
case G_VTX_OTR_HASH: {
const uintptr_t offset = hi;
ptr++;
continue;
vtx = (Vtx*)ResourceGetDataByCrc(((uint64_t)(ptr->words.w0 << 32)) + ptr->words.w1);
break;
}
uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (lo & 0x000000FF) / 2;
case G_TRI1: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
// This is actually triangle 2; vert 1,2,3.
uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v6 = (hi & 0x000000FF) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]);
FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]);
object.Triangles.push_back({p1, p2, p3});
object.Triangles.push_back({p4, p5, p6});
break;
}
case G_QUAD: {
if (vtx == NULL) {
ptr++;
continue;
object->Triangles.push_back({p1, p2, p3});
break;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2;
case G_TRI2: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((lo & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((lo & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (lo & 0x000000FF) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
// This is actually triangle 2; vert 1,2,3.
uint32_t v4 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v5 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v6 = (hi & 0x000000FF) / 2;
object.Triangles.push_back({p1, p2, p3});
object.Triangles.push_back({p1, p3, p4});
break;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
FVector p5 = FVector(vtx[v5].v.ob[0], vtx[v5].v.ob[1], vtx[v5].v.ob[2]);
FVector p6 = FVector(vtx[v6].v.ob[0], vtx[v6].v.ob[1], vtx[v6].v.ob[2]);
object->Triangles.push_back({p1, p2, p3});
object->Triangles.push_back({p4, p5, p6});
break;
}
case G_QUAD: {
if (vtx == NULL) {
ptr++;
continue;
}
uint32_t v1 = ((hi & 0x00FF0000) >> 16) / 2;
uint32_t v2 = ((hi & 0x0000FF00) >> 8) / 2;
uint32_t v3 = (hi & 0x000000FF) / 2;
uint32_t v4 = ((hi & 0xFF000000) >> 24) / 2;
FVector p1 = FVector(vtx[v1].v.ob[0], vtx[v1].v.ob[1], vtx[v1].v.ob[2]);
FVector p2 = FVector(vtx[v2].v.ob[0], vtx[v2].v.ob[1], vtx[v2].v.ob[2]);
FVector p3 = FVector(vtx[v3].v.ob[0], vtx[v3].v.ob[1], vtx[v3].v.ob[2]);
FVector p4 = FVector(vtx[v4].v.ob[0], vtx[v4].v.ob[1], vtx[v4].v.ob[2]);
object->Triangles.push_back({p1, p2, p3});
object->Triangles.push_back({p1, p3, p4});
break;
}
case G_ENDDL:
run = false;
break;
}
case G_ENDDL:
run = false;
break;
ptr++;
}
ptr++;
}
}