- editor: quicksave, multiple scenes support, gui changes, additional shortcuts
- physics: improvements for handling multiple scenes, and removal of physics objects
- scripting: ability to override global scene and camera with custom scene and camera from cpp side
This commit is contained in:
Turánszki János
2022-07-14 15:21:28 +02:00
committed by GitHub
parent edbbbe7e61
commit 5a0c423ddd
65 changed files with 1032 additions and 735 deletions
+10 -9
View File
@@ -5,8 +5,9 @@
using namespace wi::ecs;
using namespace wi::scene;
void EnvProbeWindow::Create(EditorComponent* editor)
void EnvProbeWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create("Environment Probe Window");
SetSize(XMFLOAT2(420, 220));
@@ -25,7 +26,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
realTimeCheckBox.SetPos(XMFLOAT2(x + 100, y));
realTimeCheckBox.SetEnabled(false);
realTimeCheckBox.OnClick([&](wi::gui::EventArgs args) {
EnvironmentProbeComponent* probe = wi::scene::GetScene().probes.GetComponent(entity);
EnvironmentProbeComponent* probe = editor->GetCurrentScene().probes.GetComponent(entity);
if (probe != nullptr)
{
probe->SetRealTime(args.bValue);
@@ -39,7 +40,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
msaaCheckBox.SetPos(XMFLOAT2(x + 200, y));
msaaCheckBox.SetEnabled(false);
msaaCheckBox.OnClick([&](wi::gui::EventArgs args) {
EnvironmentProbeComponent* probe = wi::scene::GetScene().probes.GetComponent(entity);
EnvironmentProbeComponent* probe = editor->GetCurrentScene().probes.GetComponent(entity);
if (probe != nullptr)
{
probe->SetMSAA(args.bValue);
@@ -53,8 +54,8 @@ void EnvProbeWindow::Create(EditorComponent* editor)
generateButton.SetPos(XMFLOAT2(x, y += step));
generateButton.OnClick([=](wi::gui::EventArgs args) {
XMFLOAT3 pos;
XMStoreFloat3(&pos, XMVectorAdd(wi::scene::GetCamera().GetEye(), wi::scene::GetCamera().GetAt() * 4));
Entity entity = wi::scene::GetScene().Entity_CreateEnvironmentProbe("editorProbe", pos);
XMStoreFloat3(&pos, XMVectorAdd(editor->GetCurrentEditorScene().camera.GetEye(), editor->GetCurrentEditorScene().camera.GetAt() * 4));
Entity entity = editor->GetCurrentScene().Entity_CreateEnvironmentProbe("editorProbe", pos);
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_ADD;
@@ -66,7 +67,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
editor->RecordSelection(archive);
editor->RecordAddedEntity(archive, entity);
editor->RefreshSceneGraphView();
editor->RefreshEntityTree();
SetEntity(entity);
});
AddWidget(&generateButton);
@@ -76,7 +77,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
refreshButton.SetPos(XMFLOAT2(x + 120, y));
refreshButton.SetEnabled(false);
refreshButton.OnClick([&](wi::gui::EventArgs args) {
EnvironmentProbeComponent* probe = wi::scene::GetScene().probes.GetComponent(entity);
EnvironmentProbeComponent* probe = editor->GetCurrentScene().probes.GetComponent(entity);
if (probe != nullptr)
{
probe->SetDirty();
@@ -89,7 +90,7 @@ void EnvProbeWindow::Create(EditorComponent* editor)
refreshAllButton.SetPos(XMFLOAT2(x + 240, y));
refreshAllButton.SetEnabled(true);
refreshAllButton.OnClick([&](wi::gui::EventArgs args) {
Scene& scene = wi::scene::GetScene();
Scene& scene = editor->GetCurrentScene();
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
EnvironmentProbeComponent& probe = scene.probes[i];
@@ -111,7 +112,7 @@ void EnvProbeWindow::SetEntity(Entity entity)
{
this->entity = entity;
const EnvironmentProbeComponent* probe = wi::scene::GetScene().probes.GetComponent(entity);
const EnvironmentProbeComponent* probe = editor->GetCurrentScene().probes.GetComponent(entity);
if (probe == nullptr)
{