mirror of https://github.com/AxioDL/metaforce.git
Add CScriptEffect inspection
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@ -308,12 +308,48 @@ void CEntity::ImGuiInspect() {
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ImGui::Checkbox("Highlight", &m_debugSelected);
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}
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}
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struct EulerAngles {
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float roll, pitch, yaw;
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};
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EulerAngles ToEulerAngles(const zeus::CQuaternion& q) {
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EulerAngles angles;
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// roll (x-axis rotation)
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float sinr_cosp = 2.f * (q.w() * q.x() + q.y() * q.z());
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float cosr_cosp = 1.f - 2.f * (q.x() * q.x() + q.y() * q.y());
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angles.roll = atan2f(sinr_cosp, cosr_cosp);
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// pitch (y-axis rotation)
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float sinp = 2.f * (q.w() * q.y() - q.z() * q.x());
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if (std::abs(sinp) >= 1.f) {
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angles.pitch = std::copysign(M_PI / 2, sinp); // use 90 degrees if out of range
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} else {
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angles.pitch = std::asin(sinp);
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}
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// yaw (z-axis rotation)
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float siny_cosp = 2.f * (q.w() * q.z() + q.x() * q.y());
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float cosy_cosp = 1.f - 2.f * (q.y() * q.y() + q.z() * q.z());
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angles.yaw = atan2f(siny_cosp, cosy_cosp);
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return angles;
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}
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// <- CEntity
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IMGUI_ENTITY_INSPECT(CActor, CEntity, Actor, {
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if (ImGuiVector3fInput("Position", x34_transform.origin)) {
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SetTranslation(x34_transform.origin);
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}
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EulerAngles angles = ToEulerAngles(zeus::CQuaternion(GetTransform().getRotation().buildMatrix3f()));
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zeus::CVector3f rotation = zeus::CVector3f(angles.roll, angles.pitch, angles.yaw) * zeus::skRadToDegVec;
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if (ImGuiVector3fInput("Rotation", rotation)) {
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rotation.x() = zeus::clamp(-179.999f, float(rotation.x()), 179.999f);
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rotation.y() = zeus::clamp(-89.999f, float(rotation.y()), 89.999f);
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rotation.z() = zeus::clamp(-179.999f, float(rotation.z()), 179.999f);
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x34_transform.setRotation(zeus::CQuaternion(rotation * zeus::skDegToRadVec).toTransform().buildMatrix3f());
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SetTransform(x34_transform);
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}
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})
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IMGUI_ENTITY_INSPECT(MP1::CFireFlea::CDeathCameraEffect, CEntity, FireFleaDeathCameraEffect, {})
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IMGUI_ENTITY_INSPECT(MP1::CMetroidPrimeRelay, CEntity, MetroidPrimeRelay, {})
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@ -437,7 +473,37 @@ IMGUI_ENTITY_INSPECT(CScriptCameraWaypoint, CActor, ScriptCameraWaypoint, {})
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IMGUI_ENTITY_INSPECT(CScriptCoverPoint, CActor, ScriptCoverPoint, {})
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IMGUI_ENTITY_INSPECT(CScriptDamageableTrigger, CActor, ScriptDamageableTrigger, {})
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IMGUI_ENTITY_INSPECT(CScriptDebugCameraWaypoint, CActor, ScriptDebugCameraWaypoint, {})
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IMGUI_ENTITY_INSPECT(CScriptEffect, CActor, ScriptEffect, {})
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IMGUI_ENTITY_INSPECT(CScriptEffect, CActor, ScriptEffect, {
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BITFIELD_CHECKBOX("Enabled", x110_24_enable);
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BITFIELD_CHECKBOX("No Timer Unless Area Occluded", x110_25_noTimerUnlessAreaOccluded);
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BITFIELD_CHECKBOX("Rebuild Systems On Activate", x110_26_rebuildSystemsOnActivate);
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BITFIELD_CHECKBOX("Use Rate Inverse Camera Distance", x110_27_useRateInverseCamDist);
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BITFIELD_CHECKBOX("Combat Visor Visible", x110_28_combatVisorVisible);
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BITFIELD_CHECKBOX("Thermal Visor Visible", x110_29_thermalVisorVisible);
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BITFIELD_CHECKBOX("X-Ray Visor Visible", x110_30_xrayVisorVisible);
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BITFIELD_CHECKBOX("Any Visor Visible", x110_31_anyVisorVisible);
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BITFIELD_CHECKBOX("Use Rate Camera Distance Range", x111_24_useRateCamDistRange);
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BITFIELD_CHECKBOX("Die When Systems Done", x111_25_dieWhenSystemsDone);
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BITFIELD_CHECKBOX("Can Render", x111_26_canRender);
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if (ImGui::DragFloat("Rate Inverse Camera Distance", &x114_rateInverseCamDist, 0.1f)) {
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x118_rateInverseCamDistSq = x114_rateInverseCamDist * x114_rateInverseCamDist;
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}
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ImGui::DragFloat("Rate Inverse Camera Distance Rate", &x11c_rateInverseCamDistRate, 0.1f);
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ImGui::DragFloat("Rate Camera Distance Range Min", &x120_rateCamDistRangeMin, 0.1f);
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ImGui::DragFloat("Rate Camera Distance Range Max", &x124_rateCamDistRangeMax, 0.1f);
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ImGui::DragFloat("Rate Camera Distance Range Far Rate", &x128_rateCamDistRangeFarRate, 0.1f);
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ImGui::DragFloat("Remaining Time", &x12c_remTime, 0.1f);
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ImGui::DragFloat("Duration", &x130_duration, 0.1f);
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ImGui::DragFloat("Duration Reset While Visible", &x134_durationResetWhileVisible, 0.1f);
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ImGui::Text("Trigger ID: 0x%04X", x13c_triggerId.Value());
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if (x13c_triggerId != kInvalidUniqueId) {
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ImGui::SameLine();
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if (ImGui::SmallButton("View")) {
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ImGuiConsole::inspectingEntities.insert(x13c_triggerId);
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}
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}
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ImGui::DragFloat("Destroy Delay Timer", &x140_destroyDelayTimer, 0.1f);
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})
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IMGUI_ENTITY_INSPECT(CScriptEMPulse, CActor, ScriptEMPulse, {})
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IMGUI_ENTITY_INSPECT(CScriptGrapplePoint, CActor, ScriptGrapplePoint, {})
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IMGUI_ENTITY_INSPECT(CScriptMazeNode, CActor, ScriptMazeNode, {})
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@ -197,8 +197,15 @@ void CActor::AddToRenderer(const zeus::CFrustum& planes, CStateManager& mgr) {
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}
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}
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void CActor::DrawTouchBounds() const {
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// Empty
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void CActor::DrawTouchBounds() {
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// Empty in retail
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if (m_debugHovered || m_debugSelected) {
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auto aabox = GetTouchBounds();
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if (aabox) {
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m_actorDebugRender.setAABB(*aabox);
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m_actorDebugRender.draw(m_debugAddColor);
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}
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}
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}
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void CActor::RenderInternal(const CStateManager& mgr) const {
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@ -8,6 +8,7 @@
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#include "Runtime/Character/CModelData.hpp"
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#include "Runtime/Graphics/CGraphics.hpp"
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#include "Runtime/Graphics/CSimpleShadow.hpp"
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#include "Runtime/Graphics/Shaders/CAABoxShader.hpp"
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#include "Runtime/Weapon/WeaponCommon.hpp"
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#include "Runtime/World/CEntity.hpp"
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@ -81,10 +82,11 @@ protected:
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void _CreateShadow();
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void _CreateReflectionCube();
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void UpdateSfxEmitters();
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void DrawTouchBounds() const;
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void DrawTouchBounds();
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void RenderInternal(const CStateManager& mgr) const;
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bool IsModelOpaque(const CStateManager& mgr) const;
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CAABoxShader m_actorDebugRender;
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public:
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enum class EFluidState { EnteredFluid, InFluid, LeftFluid };
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