mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-10 15:14:33 -04:00
199 lines
5.4 KiB
C++
199 lines
5.4 KiB
C++
#include <libultraship.h>
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#include <libultra/gbi.h>
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#include "../CoreMath.h"
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#include <libultra/types.h>
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#include "../World.h"
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#include "Gizmo.h"
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#include "port/Engine.h"
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#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
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#include <window/Window.h>
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#include "engine/actors/Ship.h"
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#include "port/Game.h"
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extern "C" {
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#include "common_structs.h"
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#include "main.h"
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#include "defines.h"
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#include "actors.h"
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#include "math_util.h"
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#include "math_util_2.h"
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#include "camera.h"
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#include "courses/harbour/ship_model.h"
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#include "src/racing/collision.h"
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}
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Gizmo::Gizmo() {
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}
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void Gizmo::Load() {
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RedCollision.Pos = &Pos;
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RedCollision.Model = handle_Cylinder_mesh;
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GreenCollision.Pos = &Pos;
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GreenCollision.Model = handle_Cylinder_mesh;
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BlueCollision.Pos = &Pos;
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BlueCollision.Model = handle_Cylinder_mesh;
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GenerateCollisionMesh(RedCollision, RedCollision.Model, 0.05f);
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GenerateCollisionMesh(GreenCollision, GreenCollision.Model, 0.05f);
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GenerateCollisionMesh(BlueCollision, BlueCollision.Model, 0.05f);
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}
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void Gizmo::Tick() {
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if (Enabled) {
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Gizmo::Translate();
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}
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}
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// Makes the gizmo visible
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void Gizmo::Enable(GameObject* object, Ray ray) {
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_selected = object;
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_ray = ray.Direction;
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Pos = FVector(
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object->Pos->x,
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object->Pos->y,
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object->Pos->z
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);
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}
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void Gizmo::EnableNoCursor(GameObject* object) {
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_selected = object;
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Pos = FVector(
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object->Pos->x,
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object->Pos->y,
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object->Pos->z
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);
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}
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void Gizmo::Translate() {
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static float length = 180.0f; // Default value
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// Prevent nullptr exceptions
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if (_selected == NULL || _selected->Pos == NULL) {
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return;
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}
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if (Enabled) {
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length = sqrt(
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pow(_selected->Pos->x - cameras[0].pos[0], 2) +
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pow(_selected->Pos->y - cameras[0].pos[1], 2) +
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pow(_selected->Pos->z - cameras[0].pos[2], 2)
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);
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switch(SelectedHandle) {
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case GizmoHandle::All_Axis:
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_selected->Pos->x = (cameras[0].pos[0] + _ray.x * PickDistance) + _cursorOffset.x;
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_selected->Pos->y = (cameras[0].pos[1] + _ray.y * PickDistance) + _cursorOffset.y;
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_selected->Pos->z = (cameras[0].pos[2] + _ray.z * PickDistance) + _cursorOffset.z;
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if (CVarGetInteger("gEditorSnapToGround", false) == true) {
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_selected->Pos->y = SnapToSurface(_selected->Pos);
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}
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printf("TEST %f\n", _selected->Pos->y);
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break;
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case GizmoHandle::X_Axis:
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_selected->Pos->x = (cameras[0].pos[0] + _ray.x * length) + _cursorOffset.x;
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if (CVarGetInteger("gEditorSnapToGround", false) == true) {
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_selected->Pos->y = SnapToSurface(_selected->Pos);
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}
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break;
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case GizmoHandle::Y_Axis:
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_selected->Pos->y = (cameras[0].pos[1] + _ray.y * length) + _cursorOffset.y;
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break;
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case GizmoHandle::Z_Axis:
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_selected->Pos->z = (cameras[0].pos[2] + _ray.z * length) + _cursorOffset.z;
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if (CVarGetInteger("gEditorSnapToGround", false) == true) {
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_selected->Pos->y = SnapToSurface(_selected->Pos);
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}
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break;
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}
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Pos = FVector(
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_selected->Pos->x,
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_selected->Pos->y,
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_selected->Pos->z
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);
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}
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}
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f32 Gizmo::SnapToSurface(FVector* pos) {
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float y;
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y = spawn_actor_on_surface(pos->x, 2000.0f, pos->z);
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if (y == 3000.0f || y == -3000.0f) {
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y = pos->y;
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}
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return y;
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}
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// void Gizmo::Rotate() {
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// }
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// void Gizmo::Scale() {
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// }
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void Gizmo::Draw() {
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if (Enabled) {
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DrawHandles();
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}
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}
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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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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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0xFF, 0, 0, 0x49, 0x49, 0x49);
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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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if (render_set_position(RedXMtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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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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if (render_set_position(GreenYMtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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}
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Vec3s rot3 = {0x4000, 0, 0};
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handle_f3dlite_material_lights = gdSPDefLights1(
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0x7F, 0x7F, 0x7F,
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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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if (render_set_position(BlueZMtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, handle_Cylinder_mesh);
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}
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}
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