mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-10 07:07:17 -04:00
59 lines
1.9 KiB
C++
59 lines
1.9 KiB
C++
#pragma once
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#include <libultraship/libultraship.h>
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#include <libultra/gbi.h>
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#include <libultra/types.h>
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#include "../CoreMath.h"
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#include <vector>
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#include "GameObject.h"
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extern "C" {
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#include "common_structs.h"
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}
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extern std::vector<Mtx> EditorMatrix;
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struct Ray {
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FVector Origin;
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FVector Direction;
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};
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struct Triangle {
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FVector v0, v1, v2;
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};
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/**
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* Projects 2D cursor into the game world
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*
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* @return FVector ray direction
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*
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* ray.x = camera->pos[0] + direction.x * length;
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* ray.y = camera->pos[1] + direction.y * length;
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* ray.z = camera->pos[2] + direction.z * length;
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*/
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bool IsInGameScreen();
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FVector ScreenRayTrace();
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bool QueryCollisionRayActor(Vec3f rayOrigin, Vec3f rayDir, Vec3f actorMin, Vec3f actorMax, float* t);
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FVector4 MultiplyMatrixVector(float matrix[4][4], float vector[4]);
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s32 Inverse(MtxF* src, MtxF* dest);
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void Copy(MtxF* src, MtxF* dest);
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void Clear(MtxF* mf);
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FVector TransformVecByMatrix(const FVector& vec, const float mtx[4][4]);
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FVector TransformVecDirection(const FVector& dir, const float mtx[4][4]);
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Ray RayToLocalSpace(MtxF mtx, const Ray& ray);
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bool IntersectRayTriangle(const Ray& ray, const Triangle& tri, float& t); // Uses local space not global space.
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bool IntersectRayTriangleAndTransform(const Ray& ray, FVector pos, const Triangle& tri, float& t);
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bool IntersectRaySphere(const Ray& ray, const FVector& sphereCenter, float radius, float& t);
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/**
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* optional used here so we can check for successful query and return the click position
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*/
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std::optional<FVector> QueryHandleIntersection(MtxF mtx, Ray ray, Triangle& tri);
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void Editor_MatrixIdentity(Mat4 mtx);
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void Editor_AddMatrix(Mat4 mtx, int32_t flags);
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float CalculateAngle(const FVector& start, const FVector& end);
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void SetDirectionFromRotator(IRotator rot, s8 direction[3]);
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void SetRotatorFromDirection(FVector direction, IRotator* rot);
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FVector GetPositionAheadOfCamera(f32 dist);
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