Files
SpaghettiKart/src/engine/editor/Editor.cpp
T
MegaMech 32632cacdb Impl new intro (#193)
* Update menus

* Update CMakeLists.txt

* Add Ship

* Impl hm ship actors

* Update HM course

* Impl new intro

* Finish intro scene

* Rename

* Start Editor Work

* raycast works

* Fix ScreenRayTrace in widescreen

* Basic Actor Picking

* wip

* Editor use vtx collision

* gizmo work

* otr works for object picking

* Impl objects for editor

* actor init

* Update

* Add all axis move (freemove)

* Docking Windows works here

* Setup imgui layout for editor

* Editor Snap to Ground works

* Basic Scene Explorer Works

* Editor get actor names

* Impl editor object names

* impl Editor Play and Pause buttons

* Editor translate works while paused

* Fix freecam lighting

* Added adjustable track properties to editor

* Editor matrix, icons, rotation, impl light

* Setup Track Properties 1

* Editor tooling wip

* Load modded o2rs

* Don't enable hud if editor is enabled

* Updates

* SceneManager nearly working

* Fix mario kart 64 intro logo sizing

* Fix Rotator

* Finish new matrix translation code

* Cleanup headers

* Cleanup

* Cleanup 2

* Cleanup 3

* Prevent divize by zero crash

* Add visible circle for translate in all axis

* Editor scaling/rot works properly now

* Scale All_Axis evenly

* Fixes to includes to work on Linux.

* Removed overfilled arguments in gfx_create_framebuffer()

* Added missing function definitions to Game.h

* Editor sun face the camera

* Add rotation model to gizmo

* Add new handles

* Failed attempt at transforming collision

* Impl water volume

* Import fast64 paths

* water surface

* Scene Setup 1

* Custom Track O2R almost working needs testing

* Custom Track Load path O2r

* Render custom track. Wip collision

* Add missing function

* Debug Spawning Custom O2R Track

* Import courses working now

* Fix memory leak

* Remove New Track Button

* Engine.cpp more consistent with sf64

* Fix Editor Enable Button

* Editor Accurate mouse click drag objects

* Editor selects closest object and cleanup

* Gizmo rot and scale collision working

* Remove constexpr from IRotator

* Impl properties for location/rot/scale

* Better Properties display, swap rot handles

* Fix content browser dock and editor now disabled by default

* Remove GameInfoWindow, Multiplayer Button, and FPS Slider

* Disable Editor when its disabled

* Add new logo to hm intro

* Fix pause menu item box cursor

* Remove minimap from Course::from_json and to_json

* Impl Import Minimap

* Fix custom minimap rendering

* minimap uses extension .png

* Refactor minimap

* Freecam only for player 1

* GrandPrix Balloons work in custom track

* Track Id is now std::string and outside of Props

* Moved editor assets to be included in ship.o2r

* Fixed GenerateO2R to package the correct folder and save to the correct filename

* Linux specific changes.

* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)

* Revert "Moved editor assets to be included in ship.o2r"

This reverts commit 05704c01f7.

* Added back files(this time without LUS changes)

* Changed workflow file to use correct filename for assets file.

* Missed a few spots in the workflow file.

* Added .desktop file and made corrections to the main workflow.

* Added the rest of upstream CMakeLists.txt

* disabled USE_NETWORKING

* New InverseMatrix

* Renamed both .o2r files to be more accurate to its contents.

* Reverted CmakeList.txt

---------

Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
2025-05-14 18:30:32 -06:00

167 lines
5.3 KiB
C++

#include <libultraship/libultraship.h>
#include <libultra/gbi.h>
#include "../CoreMath.h"
#include <libultra/types.h>
#include "../World.h"
#include "Editor.h"
#include "Collision.h"
#include "Light.h"
#include "port/Engine.h"
#include <controller/controldevice/controller/mapping/keyboard/KeyboardScancodes.h>
#include <window/Window.h>
#include "engine/actors/Ship.h"
#include "port/Game.h"
extern "C" {
#include "common_structs.h"
#include "main.h"
#include "defines.h"
#include "actors.h"
#include "camera.h"
}
namespace Editor {
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
Editor::Editor() {
}
void Editor::Load() {
printf("Editor: Loading Editor...\n");
eObjectPicker.Load();
for (auto& object : eGameObjects) {
GenerateCollisionMesh(object, object->Model, 1.0f);
object->Load();
}
printf("Editor: Loading Complete!\n");
}
void Editor::Tick() {
if (CVarGetInteger("gEditorEnabled", 0) == true) {
bEditorEnabled = true;
} else {
bEditorEnabled = false;
return;
}
auto wnd = GameEngine::Instance->context->GetWindow();
static bool wasMouseDown = false;
static bool isDragging = false;
static Ship::Coords mouseStartPos;
Ship::Coords mousePos = wnd->GetMousePos();
bool isMouseDown = wnd->GetMouseState(Ship::LUS_MOUSE_BTN_LEFT);
eGameObjects.erase(
std::remove_if(eGameObjects.begin(), eGameObjects.end(),
[](const auto& object) { return (*object->DespawnFlag) == object->DespawnValue; }),
eGameObjects.end());
if (isMouseDown && !wasMouseDown) {
// Mouse just pressed (Pressed state)
mouseStartPos = mousePos;
isDragging = false;
}
if (isMouseDown) {
// Mouse is being held (Held state)
int dx = mousePos.x - mouseStartPos.x;
int dy = mousePos.y - mouseStartPos.y;
int dragThreshold = 5; // Adjust as needed
if ((dx * dx + dy * dy) > (dragThreshold * dragThreshold)) {
// Squared distance check to avoid unnecessary sqrt()
isDragging = true;
eObjectPicker.DragHandle(); // Call drag logic
}
}
if (!isMouseDown && wasMouseDown) {
// Mouse just released (Released state)
eObjectPicker.eGizmo.SelectedHandle = Gizmo::GizmoHandle::None;
eObjectPicker.eGizmo.ManipulationStart = true;
if (!isDragging) {
eObjectPicker.SelectObject(eGameObjects);
}
}
wasMouseDown = isMouseDown; // Update previous state
eObjectPicker.Tick();
for (auto& object : eGameObjects) {
object->Tick();
}
}
void Editor::Draw() {
if (!bEditorEnabled) {
return;
}
eObjectPicker.Draw();
for (auto& object : eGameObjects) {
object->Draw();
}
}
GameObject* Editor::AddObject(const char* name, FVector* pos, IRotator* rot, FVector* scale, Gfx* model, float collScale, GameObject::CollisionType collision, float boundingBoxSize, int32_t* despawnFlag, int32_t despawnValue) {
//printf("After AddObj: Pos(%f, %f, %f), Name: %s, Model: %s\n",
// pos->x, pos->y, pos->z, name, model);
if (model != nullptr) {
eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, collision, boundingBoxSize, despawnFlag, despawnValue));
GenerateCollisionMesh(eGameObjects.back(), model, collScale);
} else { // to bounding box or sphere collision
eGameObjects.push_back(new GameObject(name, pos, rot, scale, model, {}, GameObject::CollisionType::BOUNDING_BOX,
10.0f, despawnFlag, despawnValue));
}
return eGameObjects.back();
}
void Editor::AddLight(const char* name, FVector* pos, s8* rot) {
eGameObjects.push_back(new LightObject(name, pos, rot));
}
void Editor::ClearObjects() {
for (auto& obj : eGameObjects) {
delete obj;
}
eGameObjects.clear();
}
void Editor::DeleteObject() {
GameObject* obj = eObjectPicker.eGizmo._selected;
if (obj) {
*obj->DespawnFlag = obj->DespawnValue;
obj = nullptr;
eObjectPicker._selected = nullptr;
}
}
void Editor::ClearMatrixPool() {
EditorMatrix.clear();
}
void Editor::SelectObjectFromSceneExplorer(GameObject* object) {
eObjectPicker._selected = object;
eObjectPicker.eGizmo.Enabled = true;
eObjectPicker.eGizmo.SetGizmoNoCursor(object);
}
void Editor::SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
eObjectPicker.eGizmo.dimensions.MinX = minX + -1000;
eObjectPicker.eGizmo.dimensions.MaxX = maxX + 1000;
eObjectPicker.eGizmo.dimensions.MinY = minY + -100;
eObjectPicker.eGizmo.dimensions.MaxY = maxY + 500;
eObjectPicker.eGizmo.dimensions.MinZ = minZ + -1000;
eObjectPicker.eGizmo.dimensions.MaxZ = maxZ + 1000;
}
}