mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-10 07:07:17 -04:00
Finish new matrix translation code
This commit is contained in:
+27
-2
@@ -1,16 +1,41 @@
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#include <libultraship.h>
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#include "Matrix.h"
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#include "Actor.h"
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extern "C" {
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#include "math_util.h"
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}
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AActor::AActor() {}
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// Virtual functions to be overridden by derived classes
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void AActor::Tick() { }
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void AActor::Draw(Camera *camera) { }
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void AActor::Draw(Camera *camera) {
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if (Model) {
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Mat4 mtx;
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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ApplyMatrixTransformations(mtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
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if (render_set_position(mtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, Model);
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}
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}
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}
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void AActor::Collision(Player* player, AActor* actor) {}
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void AActor::VehicleCollision(s32 playerId, Player* player){}
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void AActor::Destroy() {
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// Set uuid to zero.
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memset(uuid, 0, sizeof(uuid));
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}
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bool AActor::IsMod() { return false; }
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bool AActor::IsMod() { return false; }
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void AActor::SetLocation(FVector pos) {
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Pos[0] = pos.x;
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Pos[1] = pos.y;
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Pos[2] = pos.z;
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}
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FVector AActor::GetLocation() const {
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return FVector(Pos[0], Pos[1], Pos[2]);
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}
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@@ -38,6 +38,8 @@ public:
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virtual void Draw(Camera*);
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virtual void Collision(Player* player, AActor* actor);
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virtual void VehicleCollision(s32 playerId, Player* player);
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void SetLocation(FVector pos);
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FVector GetLocation() const;
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virtual void Destroy();
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virtual bool IsMod();
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@@ -128,7 +128,7 @@ struct IRotator {
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return *this;
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}
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[[nodiscard]] IRotator Set(uint16_t p, uint16_t y, uint16_t r) {
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[[nodiscard]] void Set(uint16_t p, uint16_t y, uint16_t r) {
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pitch = p;
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yaw = y;
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roll = r;
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@@ -107,6 +107,29 @@ void ApplyMatrixTransformations(Mat4 mtx, FVector pos, IRotator rot, FVector sca
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mtx[3][3] = 1.0f;
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}
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void AddLocalRotation(Mat4 mat, IRotator rot) {
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f32 sin_pitch = sins(rot.pitch);
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f32 cos_pitch = coss(rot.pitch);
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f32 sin_yaw = sins(rot.yaw);
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f32 cos_yaw = coss(rot.yaw);
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f32 sin_roll = sins(rot.roll);
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f32 cos_roll = coss(rot.roll);
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// Modify only the rotation part (keep translation intact)
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mat[0][0] = (cos_yaw * cos_roll) + (sin_pitch * sin_yaw * sin_roll);
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mat[0][1] = (cos_pitch * sin_roll);
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mat[0][2] = (-sin_yaw * cos_roll) + (sin_pitch * cos_yaw * sin_roll);
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mat[1][0] = (-cos_yaw * sin_roll) + (sin_pitch * sin_yaw * cos_roll);
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mat[1][1] = (cos_pitch * cos_roll);
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mat[1][2] = (sin_yaw * sin_roll) + (sin_pitch * cos_yaw * cos_roll);
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mat[2][0] = (cos_pitch * sin_yaw);
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mat[2][1] = -sin_pitch;
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mat[2][2] = (cos_pitch * cos_yaw);
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}
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// API
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extern "C" {
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@@ -9,6 +9,7 @@
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#ifdef __cplusplus
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extern "C" {
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void ApplyMatrixTransformations(Mat4 mtx, FVector pos, IRotator rot, FVector scale);
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void AddLocalRotation(Mat4 mat, IRotator rot);
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#endif
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void ClearMatrixPools(void);
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void AddHudMatrix(Mat4 mtx, s32 flags);
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@@ -35,6 +35,7 @@ AShip::AShip(FVector pos, AShip::Skin skin) {
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_skin = ship3_2Ship_mesh;
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break;
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}
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Model = _skin;
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}
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void AShip::Tick() {
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@@ -52,16 +53,4 @@ void AShip::Tick() {
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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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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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ApplyMatrixTransformations(shipMtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
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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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@@ -23,7 +23,6 @@ public:
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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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@@ -1,6 +1,7 @@
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#include "SpaghettiShip.h"
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#include <libultra/gbi.h>
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#include "Matrix.h"
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extern "C" {
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#include "common_structs.h"
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@@ -11,8 +12,12 @@ extern "C" {
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ASpaghettiShip::ASpaghettiShip(FVector pos) {
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Name = "Spaghetti Ship";
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Pos[0] = pos.x;
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Pos[1] = pos.y;
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Pos[2] = pos.z;
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Spawn = pos;
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Spawn.y += 10;
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Scale = {0.4, 0.4, 0.4};
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}
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void ASpaghettiShip::Tick() {
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@@ -23,12 +28,11 @@ void ASpaghettiShip::Tick() {
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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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Pos[0] = Spawn.x + radius * cosf(angle);
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Pos[2] = 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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Rot[1] = -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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@@ -37,29 +41,27 @@ 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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Vec3f hullPos = {Pos[0], Pos[1], Pos[2]};
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Vec3s hullRot = {Rot[0], Rot[1], Rot[2]};
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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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mtxf_pos_rotation_xyz(shipMtx, hullPos, *(Vec3s*)&Rot);
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mtxf_scale(shipMtx, 0.4);
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ApplyMatrixTransformations(shipMtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
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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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ApplyMatrixTransformations(objectMtx, {0, 0, 0}, {0, 0, 0}, {1, 1, 1});
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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_spag1_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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ApplyMatrixTransformations(objectMtx, FVector(0, 0, 110), IRotator(0, 0, 0), FVector(1, 1, 1));
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mtxf_identity(shipMtx);
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AddLocalRotation(shipMtx, WheelRot);
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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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@@ -67,9 +69,8 @@ void ASpaghettiShip::Draw(Camera *camera) {
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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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AddLocalRotation(shipMtx, WheelRot);
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ApplyMatrixTransformations(objectMtx, FVector(0, 0, -165), {0, 0, 0}, {1, 1, 1});
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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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@@ -20,8 +20,8 @@ public:
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virtual bool IsMod() override;
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FVector Spawn;
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FVector Pos;
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IRotator Rot = {0, 0, 0};
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//FVector Pos;
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//IRotator Rot = {0, 0, 0};
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IRotator WheelRot = {0, 0, 0};
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private:
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f32 scale;
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@@ -1,6 +1,7 @@
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#include "Starship.h"
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#include <libultra/gbi.h>
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#include "Matrix.h"
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extern "C" {
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#include "common_structs.h"
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@@ -12,6 +13,9 @@ extern "C" {
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AStarship::AStarship(FVector pos) {
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Name = "Starship";
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Spawn = pos;
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SetLocation(pos);
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Scale = FVector(1.5, 1.5, 1.5);
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Model = starship_Cube_mesh;
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}
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void AStarship::Tick() {
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@@ -22,29 +26,17 @@ void AStarship::Tick() {
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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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FVector pos = GetLocation();
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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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SetLocation(pos);
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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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//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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Rot[1] = angle * (180.0f / M_PI) + 90.0f;
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}
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bool AStarship::IsMod() { return true; }
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@@ -16,10 +16,7 @@ public:
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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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IRotator Rot = {0, 0, 0};
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};
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@@ -206,15 +206,8 @@ void Gizmo::DrawHandles() {
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Mat4 mainMtx;
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Vec3s rot = {0, 0, 0};
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mtxf_pos_rotation_xyz(mainMtx, &Pos.x, rot);
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//mtxf_scale(mainMtx, 0.05f);
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ApplyMatrixTransformations(mainMtx, Pos, Rot, {1, 1, 1});
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Editor_AddMatrix(mainMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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//if (render_set_position(mainMtx, 0) != 0) {
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//gSPDisplayList(gDisplayListHead++, wheels_Spaghetti_002_mesh);
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//gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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//}
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handle_f3dlite_material_lights = gdSPDefLights1(
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0x7F, 0x7F, 0x7F,
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@@ -222,28 +215,20 @@ void Gizmo::DrawHandles() {
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Mat4 RedXMtx;
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Vec3s rot1 = {0, 0, 0};
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Vec3f pos1 = {Pos.x, Pos.y, Pos.z - _gizmoOffset};
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mtxf_pos_rotation_xyz(RedXMtx, pos1, rot1);
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mtxf_scale(RedXMtx, 0.05);
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FVector pos1 = {Pos.x, Pos.y, Pos.z - _gizmoOffset};
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ApplyMatrixTransformations(RedXMtx, pos1, Rot, {0.05f, 0.05f, 0.05f});
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Editor_AddMatrix(RedXMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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//if (render_set_position(RedXMtx, 0) != 0) {
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//}
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Vec3s rot2 = {0, 0x4000, 0};
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handle_f3dlite_material_lights = gdSPDefLights1(
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0x7F, 0x7F, 0x7F,
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0, 0xFF, 0, 0x49, 0x49, 0x49);
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Mat4 GreenYMtx;
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Vec3f pos2 = {Pos.x - _gizmoOffset, Pos.y, Pos.z};
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mtxf_pos_rotation_xyz(GreenYMtx, pos2, rot2);
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mtxf_scale(GreenYMtx, 0.05);
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FVector pos2 = {Pos.x - _gizmoOffset, Pos.y, Pos.z};
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ApplyMatrixTransformations(GreenYMtx, pos2, IRotator(0, 90, 0), {0.05f, 0.05f, 0.05f});
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Editor_AddMatrix(GreenYMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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//if (render_set_position(GreenYMtx, 0) != 0) {
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//}
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Vec3s rot3 = {0x4000, 0, 0};
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@@ -252,12 +237,10 @@ void Gizmo::DrawHandles() {
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0, 0, 0xFF, 0x49, 0x49, 0x49);
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Mat4 BlueZMtx;
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Vec3f pos3 = {Pos.x, Pos.y + _gizmoOffset, Pos.z};
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mtxf_pos_rotation_xyz(BlueZMtx, pos3, rot3);
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mtxf_scale(BlueZMtx, 0.05);
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FVector pos3 = {Pos.x, Pos.y + _gizmoOffset, Pos.z};
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ApplyMatrixTransformations(BlueZMtx, pos3, IRotator(90, 0, 0), {0.05f, 0.05f, 0.05f});
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Editor_AddMatrix(BlueZMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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//if (render_set_position(BlueZMtx, 0) != 0) {
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//}
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}
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}
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@@ -54,6 +54,7 @@ public:
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GameObject BlueCollision;
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FVector Pos; // Global scene view
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IRotator Rot = {0, 0, 0};
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float _gizmoOffset = 8.0f;
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float AllAxisRadius = 4.0f; // Free move selection radius
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float PickDistance;
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