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
+102 -84
View File
@@ -6,6 +6,7 @@
#include "Editor.h"
#include "Collision.h"
#include "Light.h"
#include "port/Engine.h"
#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
@@ -22,101 +23,118 @@ extern "C" {
#include "camera.h"
}
namespace EditorNamespace {
namespace Editor {
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
Editor::Editor() {
}
void Editor::Load() {
printf("Editor: Loading Editor...\n");
eObjectPicker.Load();;
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object.Model, 1.0f);
}
printf("Editor: Loading Complete!\n");
}
void Editor::Tick() {
auto wnd = GameEngine::Instance->context->GetWindow();
static bool wasMouseDown = false;
static bool isDragging = false;
static Ship::Coords mouseStartPos;
Ship::Coords mousePos = wnd->GetMousePos();
bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
eGameObjects.erase(
std::remove_if(eGameObjects.begin(), eGameObjects.end(),
[](const auto& object) { return (*object.DespawnFlag) == object.DespawnValue; printf("DELETED OBJ\n"); }),
eGameObjects.end());
if (isMouseDown && !wasMouseDown) {
// Mouse just pressed (Pressed state)
mouseStartPos = mousePos;
isDragging = false;
Editor::Editor() {
}
if (isMouseDown) {
// Mouse is being held (Held state)
int dx = mousePos.x - mouseStartPos.x;
int dy = mousePos.y - mouseStartPos.y;
int dragThreshold = 5; // Adjust as needed
void Editor::Load() {
printf("Editor: Loading Editor...\n");
eObjectPicker.Load();;
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object->Model, 1.0f);
object->Load();
}
printf("Editor: Loading Complete!\n");
}
if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
// Squared distance check to avoid unnecessary sqrt()
isDragging = true;
eObjectPicker.DragHandle(); // Call drag logic
void Editor::Tick() {
auto wnd = GameEngine::Instance->context->GetWindow();
static bool wasMouseDown = false;
static bool isDragging = false;
static Ship::Coords mouseStartPos;
Ship::Coords mousePos = wnd->GetMousePos();
bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
eGameObjects.erase(
std::remove_if(eGameObjects.begin(), eGameObjects.end(),
[](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; printf("DELETED OBJ\n"); }),
eGameObjects.end());
if (isMouseDown && !wasMouseDown) {
// Mouse just pressed (Pressed state)
mouseStartPos = mousePos;
isDragging = false;
}
if (isMouseDown) {
// Mouse is being held (Held state)
int dx = mousePos.x - mouseStartPos.x;
int dy = mousePos.y - mouseStartPos.y;
int dragThreshold = 5; // Adjust as needed
if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
// Squared distance check to avoid unnecessary sqrt()
isDragging = true;
eObjectPicker.DragHandle(); // Call drag logic
}
}
if (!isMouseDown && wasMouseDown) {
// Mouse just released (Released state)
eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
if (!isDragging) {
eObjectPicker.SelectObject(eGameObjects);
}
}
wasMouseDown = isMouseDown; // Update previous state
eObjectPicker.Tick();
for (auto& object : eGameObjects) {
object->Tick();
}
}
if (!isMouseDown && wasMouseDown) {
// Mouse just released (Released state)
eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
if (!isDragging) {
eObjectPicker.SelectObject(eGameObjects);
void Editor::Draw() {
eObjectPicker.Draw();
for (auto& object : eGameObjects) {
object->Draw();
}
}
wasMouseDown = isMouseDown; // Update previous state
void Editor::AddObject(const char* name, FVector* pos, Vec3s* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) {
if (model != NULL) {
eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue));
GenerateCollisionMesh(eGameObjects.back(), model, collScale);
} else { // to bounding box or sphere collision
eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX,
22.0f, despawnFlag, despawnValue));
}
}
eObjectPicker.Tick();
}
void Editor::Draw() {
eObjectPicker.Draw();
}
void Editor::AddLight(const char* name, FVector* pos, s8* rot) {
eGameObjects.push_back(new LightObject(name, pos, rot));
}
void Editor::AddObject(const char* name, FVector* pos, Gfx* model, float scale, CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) {
if (model != NULL) {
eGameObjects.push_back({name, pos, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue});
GenerateCollisionMesh(eGameObjects.back(), model, scale);
} else { // to bounding box or sphere collision
eGameObjects.push_back({name, pos, model, {}, CollisionType::BOUNDING_BOX, 22.0f, despawnFlag, despawnValue});
void Editor::ClearObjects() {
for (auto& obj : eGameObjects) {
delete obj;
}
}
void Editor::ClearMatrixPool() {
EditorMatrix.clear();
}
void Editor::SelectObjectFromSceneExplorer(GameObject* object) {
eObjectPicker._selected = object;
eObjectPicker.eGizmo.Enabled = true;
eObjectPicker.eGizmo.SetGizmoNoCursor(object);
}
void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
eObjectPicker.eGizmo.dimensions.MinX = minX + -1000;
eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000;
eObjectPicker.eGizmo.dimensions.MinY = minY + -100;
eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500;
eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000;
eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000;
}
}
void Editor::ClearObjects() {
eGameObjects.clear();
}
void Editor::SelectObjectFromSceneExplorer(GameObject* object) {
eObjectPicker._selected = object;
eObjectPicker.eGizmo.Enabled = true;
eObjectPicker.eGizmo.SetGizmoNoCursor(object);
}
void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
eObjectPicker.eGizmo.dimensions.MinX = minX + -1000;
eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000;
eObjectPicker.eGizmo.dimensions.MinY = minY + -100;
eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500;
eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000;
eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000;
}
}