mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-05-24 07:11:22 -04:00
de9c5d5101
* 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>
101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
#include <libultraship.h>
|
|
#include "Matrix.h"
|
|
#include "Actor.h"
|
|
#include "engine/World.h"
|
|
|
|
// Editor
|
|
#include "engine/editor/Collision.h"
|
|
|
|
extern "C" {
|
|
#include "math_util.h"
|
|
}
|
|
|
|
AActor::AActor() {}
|
|
AActor::AActor(SpawnParams params) {
|
|
ResourceName = "mk:actor"; // This needs to be overridden in derived classes
|
|
SpawnPos = params.Location.value_or(FVector{0.0f, 0.0f, 0.0f});
|
|
SpawnRot = params.Rotation.value_or(IRotator{0, 0, 0});
|
|
SpawnScale = params.Scale.value_or(FVector(0, 0, 0));
|
|
Speed = params.Speed.value_or(0.0f);
|
|
}
|
|
|
|
void AActor::BeginPlay() {
|
|
// This makes actors clickable in the editor
|
|
if (CVarGetInteger("gEditorEnabled", false) == true) {
|
|
if ((nullptr != Model) && (Model[0] != '\0')) {
|
|
// Prevent collision mesh from being generated extra times.
|
|
if (Triangles.size() == 0) {
|
|
Editor::GenerateCollisionMesh(this, (Gfx*)LOAD_ASSET_RAW(Model), 1.0f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Virtual functions to be overridden by derived classes
|
|
void AActor::Tick() { }
|
|
void AActor::Draw(Camera *camera) {
|
|
if (Model) {
|
|
Mat4 mtx;
|
|
|
|
gSPSetGeometryMode(gDisplayListHead++, G_SHADING_SMOOTH);
|
|
gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
|
|
|
|
ApplyMatrixTransformations(mtx, *(FVector*)Pos, *(IRotator*)Rot, Scale);
|
|
if (render_set_position(mtx, 0) != 0) {
|
|
gSPDisplayList(gDisplayListHead++, (Gfx*)Model);
|
|
}
|
|
}
|
|
}
|
|
void AActor::Collision(Player* player, AActor* actor) {}
|
|
void AActor::VehicleCollision(s32 playerId, Player* player){}
|
|
void AActor::Destroy() {
|
|
bPendingDestroy = true;
|
|
}
|
|
bool AActor::IsMod() { return false; }
|
|
void AActor::SetLocation(FVector pos) {
|
|
Pos[0] = pos.x;
|
|
Pos[1] = pos.y;
|
|
Pos[2] = pos.z;
|
|
}
|
|
FVector AActor::GetLocation() const {
|
|
return FVector(Pos[0], Pos[1], Pos[2]);
|
|
}
|
|
|
|
IRotator AActor::GetRotation() const {
|
|
IRotator rot;
|
|
rot.Set(Rot[0], Rot[1], Rot[2]);
|
|
return rot;
|
|
}
|
|
|
|
FVector AActor::GetScale() const {
|
|
return Scale;
|
|
}
|
|
|
|
void AActor::SetSpawnParams(SpawnParams& params) {
|
|
params.Name = ResourceName;
|
|
params.Location = SpawnPos;
|
|
params.Rotation = SpawnRot;
|
|
params.Scale = SpawnScale;
|
|
params.Speed = Speed;
|
|
}
|
|
|
|
void AActor::Translate(FVector pos) {
|
|
SpawnPos = pos;
|
|
Pos[0] = pos.x;
|
|
Pos[1] = pos.y;
|
|
Pos[2] = pos.z;
|
|
}
|
|
|
|
void AActor::Rotate(IRotator rot) {
|
|
SpawnRot = rot;
|
|
Rot[0] = rot.pitch;
|
|
Rot[1] = rot.yaw;
|
|
Rot[2] = rot.roll;
|
|
}
|
|
|
|
void AActor::SetScale(FVector scale) {
|
|
SpawnScale = scale;
|
|
Scale = scale;
|
|
}
|
|
|