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>
This commit is contained in:
MegaMech
2025-11-09 19:07:44 -07:00
committed by GitHub
parent 760fa3bf52
commit de9c5d5101
177 changed files with 6967 additions and 2105 deletions
+133 -45
View File
@@ -2,7 +2,9 @@
#include <libultra/gbi.h>
#include "../CoreMath.h"
#include <libultra/types.h>
#include "../World.h"
#include "engine/World.h"
#include "engine/Actor.h"
#include "engine/objects/Object.h"
#include "ObjectPicker.h"
#include "port/Engine.h"
@@ -33,8 +35,9 @@ void ObjectPicker::Tick() {
}
void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
Camera* camera = gEditor.eCamera;
Ray ray;
ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
// This allows selection of objects in the scene explorer.
// Otherwise this would still run when selecting buttons in editor windows.
@@ -43,22 +46,23 @@ void ObjectPicker::SelectObject(std::vector<GameObject*> objects) {
ObjectPicker::FindObject(ray, objects);
if (_selected != nullptr) {
eGizmo.SetGizmo(_selected, ray);
eGizmo.Enabled = true;
} else {
//eGizmo.Disable();
eGizmo.Enabled = false;
eGizmo._selected = nullptr;
}
std::visit([this, ray](auto* obj) {
if (obj) {
eGizmo.SetGizmo(_selected, ray);
eGizmo.Enabled = true;
} else {
eGizmo.Enabled = false;
_selected = static_cast<GameObject*>(nullptr);
}
}, _selected);
}
}
void ObjectPicker::DragHandle() {
Camera* camera = gEditor.eCamera;
Ray ray;
ray.Origin = FVector(cameras[0].pos[0], cameras[0].pos[1], cameras[0].pos[2]);
ray.Origin = FVector(camera->pos[0], camera->pos[1], camera->pos[2]);
ray.Direction = ScreenRayTrace();
// Skip if a drag is already in progress
if (eGizmo.SelectedHandle != Gizmo::GizmoHandle::None) {
eGizmo._ray = ray.Direction;
@@ -116,7 +120,6 @@ void ObjectPicker::DragHandle() {
break;
}
if (closestHandle != Gizmo::GizmoHandle::None && closestClickPos.has_value()) {
eGizmo.SelectedHandle = closestHandle;
eGizmo._ray = ray.Direction;
@@ -126,32 +129,68 @@ void ObjectPicker::DragHandle() {
}
void ObjectPicker::Draw() {
if (_selected != NULL) {
eGizmo.Draw();
}
std::visit([](auto* obj) {
if (obj) {
gEditor.eObjectPicker.eGizmo.Draw();
}
}, _selected);
if (Debug) {
Camera* camera = gEditor.eCamera;
Mat4 CursorMtx;
IRotator rot = IRotator(0,0,0);
FVector scale = FVector(0.1, 0.1, 0.1);
FVector scale = FVector(1, 1, 1);
FVector ray = ScreenRayTrace();
float x = (cameras[0].pos[0] + ray.x * 800);
float y = (cameras[0].pos[1] + ray.y * 800);
float z = (cameras[0].pos[2] + ray.z * 800);
float x = (camera->pos[0] + ray.x * 800);
float y = (camera->pos[1] + ray.y * 800);
float z = (camera->pos[2] + ray.z * 800);
ApplyMatrixTransformations((float(*)[4])&CursorMtx, FVector(x, y, z), rot, scale);
Editor_AddMatrix((float(*)[4])&CursorMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__tracks/sphere");
gSPDisplayList(gDisplayListHead++, (Gfx*)"__OTR__gizmo/gizmo_center_button");
}
}
void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
bool found = false;
GameObject* closestObject = nullptr;
float closestDistance = FLT_MAX;
float distance = FLT_MAX;
std::variant<AActor*, OObject*, GameObject*> object;
for (auto& object : objects) {
_selected = static_cast<GameObject*>(nullptr);
auto [hitActor, hitActorDist] = ObjectPicker::CheckAActorRay(ray);
if (hitActor) {
object = hitActor;
distance = hitActorDist;
}
// OObjects
auto [hitObject, hitObjectDist] = ObjectPicker::CheckOObjectRay(ray);
if (hitObject && (hitObjectDist < distance)) {
object = hitObject;
distance = hitObjectDist;
}
// Editor objects
auto [hitEditorObject, hitEditorObjectDist] = ObjectPicker::CheckEditorObjectRay(ray);
if (hitEditorObject && (hitEditorObjectDist < distance)) {
object = hitEditorObject;
distance = hitEditorObjectDist;
}
// Set _selected from object variant
_selected = object;
std::visit([this](auto* obj) {
if (obj) {
}
}, object);
}
std::pair<GameObject*, float> ObjectPicker::CheckEditorObjectRay(Ray ray) {
GameObject* hitObject = nullptr;
float hitDistance = FLT_MAX;
for (auto& object : gEditor.eGameObjects) {
float boundingBox = object->BoundingBoxSize;
if (boundingBox == 0.0f) {
boundingBox = 2.0f;
@@ -161,11 +200,10 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
case GameObject::CollisionType::VTX_INTERSECT:
for (const auto& tri : object->Triangles) {
float t;
if (IntersectRayTriangleAndTransform(ray, *object->Pos, tri, t)) {
if (t < closestDistance) {
closestDistance = t;
closestObject = object;
printf("SELECTED OBJECT\n");
if (IntersectRayTriangleAndTransform(ray, object->Pos, tri, t)) {
if (t < hitDistance) {
hitDistance = t;
hitObject = object;
}
}
}
@@ -173,18 +211,18 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
case GameObject::CollisionType::BOUNDING_BOX: {
float max = 2.0f;
float min = -2.0f;
Vec3f boxMin = { object->Pos->x + boundingBox * min,
object->Pos->y + boundingBox * min,
object->Pos->z + boundingBox * min };
Vec3f boxMin = { object->Pos.x + boundingBox * min,
object->Pos.y + boundingBox * min,
object->Pos.z + boundingBox * min };
Vec3f boxMax = { object->Pos->x + boundingBox * max,
object->Pos->y + boundingBox * max,
object->Pos->z + boundingBox * max };
Vec3f boxMax = { object->Pos.x + boundingBox * max,
object->Pos.y + boundingBox * max,
object->Pos.z + boundingBox * max };
float t;
if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
if (t < closestDistance) {
closestDistance = t;
closestObject = object;
if (t < hitDistance) {
hitDistance = t;
hitObject = object;
printf("FOUND BOUNDING BOX OBJECT\n");
}
break;
@@ -196,12 +234,62 @@ void ObjectPicker::FindObject(Ray ray, std::vector<GameObject*> objects) {
break;
}
}
if (closestObject != nullptr) {
_selected = closestObject;
// printf("FOUND COLLISION %d\n", type);
} else {
// printf("NO COLLISION\n");
_selected = nullptr;
return std::pair(hitObject, hitDistance);
}
std::pair<OObject*, float> ObjectPicker::CheckOObjectRay(Ray ray) {
OObject* hitObject = nullptr;
float hitDistance = FLT_MAX;
return std::pair(hitObject, hitDistance);
}
std::pair<AActor*, float> ObjectPicker::CheckAActorRay(Ray ray) {
AActor* hitActor = nullptr;
float hitDistance = FLT_MAX;
for (auto actor : gWorldInstance.Actors) {
if ((actor->bPendingDestroy) && (!actor->IsMod())) {
continue;
}
float boundingBox = actor->BoundingBoxSize;
if (boundingBox == 0.0f) {
boundingBox = 2.0f;
}
if (actor->Triangles.size()) {
for (const auto& tri : actor->Triangles) {
float t;
if (IntersectRayTriangleAndTransform(ray, FVector(actor->Pos[0], actor->Pos[1], actor->Pos[2]), tri, t)) {
if (t < hitDistance) {
hitDistance = t;
hitActor = static_cast<AActor*>(actor);
}
}
}
} else {
float max = 1.2f;
float min = -1.2f;
Vec3f boxMin = { actor->Pos[0] + boundingBox * min,
actor->Pos[1] + boundingBox * min,
actor->Pos[2] + boundingBox * min };
Vec3f boxMax = { actor->Pos[0] + boundingBox * max,
actor->Pos[1] + boundingBox * max,
actor->Pos[2] + boundingBox * max };
float t;
if (QueryCollisionRayActor(&ray.Origin.x, &ray.Direction.x, boxMin, boxMax, &t)) {
if (t < hitDistance) {
hitDistance = t;
hitActor = static_cast<AActor*>(actor);
}
}
}
}
return std::pair(hitActor, hitDistance);
}
}