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https://github.com/HarbourMasters/SpaghettiKart
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Implement SpawnParams struct (#536)
* Impl SpawnParams * Added json submodule * Update json * Update * Works * Remove comment * Works refactor * Snowman and thwomp working * Impl hot air balloon * More progress * All OObjects are done * cleanup * Refactor 2Dpath to normal path * Update nlohmann json & fix compile * Rest of actors * MORE CHANGES * Finish actors * Done PR, some fix to collision viewer * Impl falling rocks * Add const * wip editor refactor * Property work * continue * Overridable editor properties * Actor saving/loading works now * Fix light alignment * Clarification * Impl penguin * params impl signs * properties impl falling rock * More property impls * impl air balloon * Add spawnParams to OObject Translate * Snowman translate better * impl hedgehog properly * properties impl trophy * thwomp progress * Finish impl properties * Fix compile * Fix cursor collisions * Move registered actors * Rename pathPoint XYZ to xyz * Fix editor pause bug * Clean up * Review comments * Remove SpawnParams struct from actor classes * Rename * Player Label First Iteration * Work now * Working 3d text * Fix boo bug * Finish AText actor * Fix spawnparams compile * Register AText * Finish Text Actor * Fix thwomp interpolation * Fix compile * Fix crab and hedgehog * Fix loading flagpole * Fix Hot Air Balloon * Turn zbuffer on for AText * Update --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
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@@ -119,6 +119,56 @@ 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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/*
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* Spherical billboarding
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* Rotates the object to face the camera
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* Rotates on all three axis
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*/
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void ApplySphericalBillBoard(Mat4 mat, FVector pos, FVector scale, s32 cameraIndex) {
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Mtx* lookAt = GetLookAtMatrix(cameraIndex);
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Mat4 lookAtF;
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guMtxL2F((float(*)[4])&lookAtF, lookAt);
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// Camera Right
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mat[0][0] = lookAtF[0][0];
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mat[1][0] = lookAtF[0][1];
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mat[2][0] = lookAtF[0][2];
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mat[3][0] = 0;
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// Camera Up
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mat[0][1] = lookAtF[1][0];
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mat[1][1] = lookAtF[1][1];
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mat[2][1] = lookAtF[1][2];
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mat[3][1] = 0;
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// Camera Forward
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mat[0][2] = lookAtF[2][0];
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mat[1][2] = lookAtF[2][1];
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mat[2][2] = lookAtF[2][2];
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mat[3][2] = 0;
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mat[0][3] = 0;
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mat[1][3] = 0;
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mat[2][3] = 0;
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mat[3][3] = 1;
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// Set position
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mat[3][0] = pos.x;
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mat[3][1] = pos.y;
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mat[3][2] = pos.z;
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// Apply scaling
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mat[0][0] *= scale.x;
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mat[1][0] *= scale.x;
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mat[2][0] *= scale.x;
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mat[0][1] *= scale.y;
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mat[1][1] *= scale.y;
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mat[2][1] *= scale.y;
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mat[0][2] *= scale.z;
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mat[1][2] *= scale.z;
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mat[2][2] *= scale.z;
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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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@@ -141,7 +191,6 @@ void AddLocalRotation(Mat4 mat, IRotator rot) {
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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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