mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-09-02 02:22:44 -04:00
Add Ship (#191)
* Compile works now * Update menus * Update CMakeLists.txt * Add Ship * Impl hm ship actors * Update HM course
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#include "Ship.h"
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#include <libultra/gbi.h>
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extern "C" {
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#include "common_structs.h"
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#include "math_util.h"
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#include "main.h"
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#include "courses/harbour/ghostship_model.h"
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#include "courses/harbour/ship2_model.h"
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#include "courses/harbour/ship3_model.h"
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}
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AShip::AShip(FVector pos, AShip::Skin skin) {
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Spawn = pos;
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Spawn.y += 10;
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switch(skin) {
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case GHOSTSHIP:
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_skin = ghostship_Plane_mesh;
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break;
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case SHIP2:
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_skin = ship2_SoH_mesh;
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break;
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case SHIP3:
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_skin = ship3_2Ship_mesh;
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break;
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}
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}
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void AShip::Tick() {
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static float angle = 0.0f; // Keeps track of the ship's rotation around the circle
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float radius = 150.0f; // The radius of the circular path
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float speed = 0.01f; // Speed of rotation
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angle += speed; // Increment the angle to move in a circle
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// Update the position based on a circular path
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Pos.x = Spawn.x + radius * cosf(angle);
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Pos.z = Spawn.z + radius * sinf(angle);
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// Rotate to face forward along the circle
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Rot.yaw = -static_cast<int16_t>(angle * (32768.0f / M_PI / 2.0f));
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}
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void AShip::Draw(Camera *camera) {
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Mat4 shipMtx;
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Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
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Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
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mtxf_scale(shipMtx, 0.4);
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if (render_set_position(shipMtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, _skin);
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}
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}
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bool AShip::IsMod() { return true; }
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@@ -0,0 +1,34 @@
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#pragma once
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#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "engine/Actor.h"
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#include "CoreMath.h"
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extern "C" {
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#include "common_structs.h"
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#include "assets/other_textures.h"
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}
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class AShip : public AActor {
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public:
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enum Skin {
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GHOSTSHIP,
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SHIP2,
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SHIP3,
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};
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explicit AShip(FVector pos, AShip::Skin);
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virtual ~AShip() = default;
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virtual void Tick() override;
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virtual void Draw(Camera*) override;
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virtual bool IsMod() override;
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FVector Spawn;
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FVector Pos;
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FRotation Rot = {0, 0, 0};
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private:
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Gfx* _skin;
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};
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@@ -0,0 +1,80 @@
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#include "SpaghettiShip.h"
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#include <libultra/gbi.h>
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extern "C" {
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#include "common_structs.h"
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#include "math_util.h"
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#include "main.h"
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#include "courses/harbour/ship_model.h"
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}
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ASpaghettiShip::ASpaghettiShip(FVector pos) {
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Spawn = pos;
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Spawn.y += 10;
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}
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void ASpaghettiShip::Tick() {
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static float angle = 0.0f; // Keeps track of the ship's rotation around the circle
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float radius = 150.0f; // The radius of the circular path
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float speed = 0.01f; // Speed of rotation
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angle += speed; // Increment the angle to move in a circle
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// Update the position based on a circular path
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Pos.x = Spawn.x + radius * cosf(angle);
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Pos.z = Spawn.z + radius * sinf(angle);
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// Rotate to face forward along the circle
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Rot.yaw = -static_cast<int16_t>(angle * (32768.0f / M_PI / 2.0f));
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WheelRot.pitch += 500;
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}
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void ASpaghettiShip::Draw(Camera *camera) {
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Mat4 shipMtx;
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Mat4 objectMtx;
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Mat4 resultMtx;
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Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
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Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
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Vec3s rot = {WheelRot.pitch, WheelRot.yaw, WheelRot.roll};
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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// empty/null mtx as a base
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mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
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mtxf_scale(shipMtx, 0.4);
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if (render_set_position(shipMtx, 0) != 0) {}
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// Render the ships hull
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Vec3f hullPos2 = {0, 0, 0};
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mtxf_translate(objectMtx, hullPos2);
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mtxf_multiplication(resultMtx, shipMtx, objectMtx);
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if (render_set_position(resultMtx, 3) != 0) {
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gSPDisplayList(gDisplayListHead++, ship1_Spaghetti_mesh);
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}
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// Front tyre
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Vec3f pos = {0, 0, 110};
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mtxf_rotate_x(shipMtx, WheelRot.pitch);
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mtxf_translate(objectMtx, pos);
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mtxf_multiplication(resultMtx, shipMtx, objectMtx);
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if (render_set_position(resultMtx, 3) != 0) {
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gSPDisplayList(gDisplayListHead++, wheels_Spaghetti_002_mesh);
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gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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}
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// Back tyre
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Vec3f pos2 = {0, 0, -165};
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mtxf_rotate_x(shipMtx, WheelRot.pitch);
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mtxf_translate(objectMtx, pos2);
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mtxf_multiplication(resultMtx, shipMtx, objectMtx);
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if (render_set_position(resultMtx, 3) != 0) {
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gSPDisplayList(gDisplayListHead++, wheels_Spaghetti_002_mesh);
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gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
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}
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}
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bool ASpaghettiShip::IsMod() { return true; }
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@@ -0,0 +1,28 @@
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#pragma once
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#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "engine/Actor.h"
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#include "CoreMath.h"
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extern "C" {
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#include "common_structs.h"
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#include "assets/other_textures.h"
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}
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class ASpaghettiShip : public AActor {
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public:
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explicit ASpaghettiShip(FVector pos);
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virtual ~ASpaghettiShip() = default;
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virtual void Tick() override;
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virtual void Draw(Camera*) override;
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virtual bool IsMod() override;
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FVector Spawn;
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FVector Pos;
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FRotation Rot = {0, 0, 0};
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FRotation WheelRot = {0, 0, 0};
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private:
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f32 scale;
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};
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@@ -0,0 +1,49 @@
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#include "Starship.h"
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#include <libultra/gbi.h>
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extern "C" {
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#include "common_structs.h"
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#include "math_util.h"
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#include "main.h"
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#include "courses/harbour/starship_model.h"
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}
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AStarship::AStarship(FVector pos) {
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Spawn = pos;
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}
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void AStarship::Tick() {
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static float angle = 0.0f;
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float radius = 150.0f;
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float speed = 0.01f;
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angle += speed;
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// Move relative to the initial position
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Pos.x = Spawn.x + radius * cosf(angle);
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Pos.z = Spawn.z + radius * sinf(angle);
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// Keep y from changing (or adjust it if necessary)
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Pos.y = Spawn.y;
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// Rotate to face forward along the circle
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Rot.yaw = angle * (180.0f / M_PI) + 90.0f;
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}
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void AStarship::Draw(Camera *camera) {
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Mat4 shipMtx;
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Vec3f hullPos = {Pos.x, Pos.y, Pos.z};
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Vec3s hullRot = {Rot.pitch, Rot.yaw, Rot.roll};
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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mtxf_pos_rotation_xyz(shipMtx, hullPos, hullRot);
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mtxf_scale(shipMtx, 1.5);
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if (render_set_position(shipMtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, starship_Cube_mesh);
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}
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}
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bool AStarship::IsMod() { return true; }
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@@ -0,0 +1,25 @@
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#pragma once
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#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "engine/Actor.h"
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#include "CoreMath.h"
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extern "C" {
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#include "common_structs.h"
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#include "assets/other_textures.h"
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}
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class AStarship : public AActor {
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public:
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explicit AStarship(FVector pos);
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virtual ~AStarship() = default;
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virtual void Tick() override;
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virtual void Draw(Camera*) override;
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virtual bool IsMod() override;
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FVector Spawn;
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FVector Pos;
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FRotation Rot = {0, 0, 0};
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};
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