VRM humanoid data import (#567)
* VRMhumanoid data import * linux fix * humanoid lookAt * updates * mouse look improvement * head size * theme color affects picker entity icons * eye lookat * blinking more random, collider aabb checks * improvements * editor: use humanoid information to improve bone picking
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+29
-13
@@ -40,6 +40,7 @@ void ComponentsWindow::Create(EditorComponent* _editor)
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cameraComponentWnd.Create(editor);
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expressionWnd.Create(editor);
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armatureWnd.Create(editor);
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humanoidWnd.Create(editor);
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terrainWnd.Create(editor);
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@@ -316,6 +317,7 @@ void ComponentsWindow::Create(EditorComponent* _editor)
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AddWidget(&cameraComponentWnd);
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AddWidget(&expressionWnd);
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AddWidget(&armatureWnd);
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AddWidget(&humanoidWnd);
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AddWidget(&terrainWnd);
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materialWnd.SetVisible(false);
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@@ -343,6 +345,7 @@ void ComponentsWindow::Create(EditorComponent* _editor)
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cameraComponentWnd.SetVisible(false);
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expressionWnd.SetVisible(false);
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armatureWnd.SetVisible(false);
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humanoidWnd.SetVisible(false);
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terrainWnd.SetVisible(false);
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SetSize(editor->optionsWnd.GetSize());
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@@ -686,19 +689,6 @@ void ComponentsWindow::ResizeLayout()
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scriptWnd.SetVisible(false);
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}
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if (scene.expressions.Contains(expressionWnd.entity))
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{
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expressionWnd.SetVisible(true);
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expressionWnd.SetPos(pos);
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expressionWnd.SetSize(XMFLOAT2(width, expressionWnd.GetScale().y));
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pos.y += expressionWnd.GetSize().y;
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pos.y += padding;
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}
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else
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{
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expressionWnd.SetVisible(false);
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}
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if (scene.armatures.Contains(armatureWnd.entity))
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{
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armatureWnd.SetVisible(true);
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@@ -712,6 +702,32 @@ void ComponentsWindow::ResizeLayout()
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armatureWnd.SetVisible(false);
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}
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if (scene.humanoids.Contains(humanoidWnd.entity))
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{
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humanoidWnd.SetVisible(true);
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humanoidWnd.SetPos(pos);
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humanoidWnd.SetSize(XMFLOAT2(width, humanoidWnd.GetScale().y));
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pos.y += humanoidWnd.GetSize().y;
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pos.y += padding;
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}
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else
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{
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humanoidWnd.SetVisible(false);
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}
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if (scene.expressions.Contains(expressionWnd.entity))
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{
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expressionWnd.SetVisible(true);
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expressionWnd.SetPos(pos);
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expressionWnd.SetSize(XMFLOAT2(width, expressionWnd.GetScale().y));
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pos.y += expressionWnd.GetSize().y;
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pos.y += padding;
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}
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else
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{
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expressionWnd.SetVisible(false);
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}
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if (scene.terrains.Contains(terrainWnd.entity))
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{
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terrainWnd.SetVisible(true);
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