mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-08-24 08:00:21 -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>
26 lines
720 B
C++
26 lines
720 B
C++
#pragma once
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#include <libultraship/libultraship.h>
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#include <libultra/gbi.h>
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#include "GameObject.h"
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#include "engine/Actor.h"
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#include "engine/objects/Object.h"
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#include "EditorMath.h"
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/**
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* @file Editor Collision
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*
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* Most actors use cylinder collision.
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* Proper vtx intersection tests are necessary for object picking
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*
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* Therefore, generate a full collision mesh for actors
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*/
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#define EDITOR_GFX_GET_OPCODE(var) ((uint32_t) ((var) & 0xFF000000))
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namespace Editor {
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void GenerateCollisionMesh(std::variant<AActor*, OObject*, GameObject*> object, Gfx* model, float scale);
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void DebugCollision(GameObject* obj, FVector pos, IRotator rot, FVector scale, const std::vector<Triangle>& triangles);
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}
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