mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-05-26 15:54:21 -04:00
eb11374093
* Fix finishline for toads turnpike in extra * Fixed trash bin in extra * Refactor fov * Update scene.json * Allow setting fog * impl fog save & load * Fix modifying resourceName and rename editor namespace to trackeditor * small change
101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
#include <libultraship.h>
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#include "Matrix.h"
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#include "Actor.h"
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#include "engine/World.h"
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// Editor
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#include "engine/editor/Collision.h"
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extern "C" {
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#include "math_util.h"
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}
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AActor::AActor() {}
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AActor::AActor(SpawnParams params) {
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ResourceName = "mk:actor"; // This needs to be overridden in derived classes
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SpawnPos = params.Location.value_or(FVector{0.0f, 0.0f, 0.0f});
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SpawnRot = params.Rotation.value_or(IRotator{0, 0, 0});
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SpawnScale = params.Scale.value_or(FVector(0, 0, 0));
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Speed = params.Speed.value_or(0.0f);
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}
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void AActor::BeginPlay() {
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// This makes actors clickable in the editor
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if (Editor_IsEnabled()) {
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if ((nullptr != Model) && (Model[0] != '\0')) {
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// Prevent collision mesh from being generated extra times.
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if (Triangles.size() == 0) {
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TrackEditor::GenerateCollisionMesh(this, (Gfx*)LOAD_ASSET_RAW(Model), 1.0f);
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}
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}
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}
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}
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// Virtual functions to be overridden by derived classes
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void AActor::Tick() { }
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void AActor::Draw(Camera *camera) {
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if (Model) {
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Mat4 mtx;
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gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
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gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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ApplyMatrixTransformations(mtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
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if (render_set_position(mtx, 0) != 0) {
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gSPDisplayList(gDisplayListHead++, (Gfx*)Model);
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}
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}
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}
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void AActor::Collision(Player* player, AActor* actor) {}
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void AActor::VehicleCollision(s32 playerId, Player* player){}
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void AActor::Destroy() {
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bPendingDestroy = true;
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}
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bool AActor::IsMod() { return false; }
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void AActor::SetLocation(FVector pos) {
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Pos[0] = pos.x;
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Pos[1] = pos.y;
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Pos[2] = pos.z;
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}
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FVector AActor::GetLocation() const {
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return FVector(Pos[0], Pos[1], Pos[2]);
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}
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IRotator AActor::GetRotation() const {
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IRotator rot;
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rot.Set(Rot[0], Rot[1], Rot[2]);
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return rot;
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}
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FVector AActor::GetScale() const {
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return Scale;
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}
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void AActor::SetSpawnParams(SpawnParams& params) {
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params.Name = ResourceName;
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params.Location = SpawnPos;
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params.Rotation = SpawnRot;
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params.Scale = SpawnScale;
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params.Speed = Speed;
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}
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void AActor::Translate(FVector pos) {
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SpawnPos = pos;
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Pos[0] = pos.x;
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Pos[1] = pos.y;
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Pos[2] = pos.z;
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}
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void AActor::Rotate(IRotator rot) {
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SpawnRot = rot;
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Rot[0] = rot.pitch;
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Rot[1] = rot.yaw;
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Rot[2] = rot.roll;
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}
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void AActor::SetScale(FVector scale) {
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SpawnScale = scale;
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Scale = scale;
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}
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