Physics updates, lua bindings (#554)

* physics updates, lua bindings

* velocity setters

* fix softbody gravity

* gui things

* colliders cpu and gpu separation

* terrain prop check for missing assets

* lua internal put in function
This commit is contained in:
Turánszki János
2022-09-04 16:34:50 +02:00
committed by GitHub
parent c359395cea
commit 03fe5dcce8
29 changed files with 802 additions and 92 deletions
+8 -2
View File
@@ -9,7 +9,7 @@ void AnimationWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_ANIMATION " Animation", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(520, 430));
SetSize(XMFLOAT2(520, 480));
closeButton.SetTooltip("Delete AnimationComponent");
OnClose([=](wi::gui::EventArgs args) {
@@ -31,6 +31,11 @@ void AnimationWindow::Create(EditorComponent* _editor)
float wid = 200;
float step = hei + 4;
infoLabel.Create("");
infoLabel.SetSize(XMFLOAT2(100, 50));
infoLabel.SetText("The animation window will stay open even if you select other entities until it is collapsed, so you can record other entities' data.");
AddWidget(&infoLabel);
modeComboBox.Create("Sampling: ");
modeComboBox.SetSize(XMFLOAT2(wid, hei));
modeComboBox.SetPos(XMFLOAT2(x, y));
@@ -64,7 +69,7 @@ void AnimationWindow::Create(EditorComponent* _editor)
}
}
});
modeComboBox.SetTooltip("Choose how animation data is interpreted between keyframes.\nNote that Cubic spline sampling requires spline animation data, otherwise, it will fall back to Linear!");
modeComboBox.SetTooltip("Choose how animation data is interpreted between keyframes.\nNote that Cubic spline sampling requires spline animation data, otherwise, it will fall back to Linear!\nCurrently spline animation data creation is not supported, but it can be imported from GLTF/VRM models.");
AddWidget(&modeComboBox);
loopedCheckBox.Create("Looped: ");
@@ -1140,6 +1145,7 @@ void AnimationWindow::ResizeLayout()
y += padding;
};
add_fullwidth(infoLabel);
add(modeComboBox);
loopedCheckBox.SetPos(XMFLOAT2(margin_left, y));