Soft body updates (#869)

- vertex radius
- detail
- multi-selection edit
This commit is contained in:
Turánszki János
2024-06-27 09:37:40 +02:00
committed by GitHub
parent 749feb35ce
commit d7518cdd8e
17 changed files with 574 additions and 348 deletions
+221 -212
View File
@@ -220,238 +220,247 @@ void ComponentsWindow::Create(EditorComponent* _editor)
newComponentCombo.AddItem("Voxel Grid " ICON_VOXELGRID, ADD_VOXELGRID);
newComponentCombo.OnSelect([=](wi::gui::EventArgs args) {
newComponentCombo.SetSelectedWithoutCallback(-1);
if (editor->translator.selected.empty())
return;
Scene& scene = editor->GetCurrentScene();
Entity entity = editor->translator.selected.back().entity;
if (args.userdata == ADD_SOFTBODY)
wi::scene::Scene& scene = editor->GetCurrentScene();
wi::vector<Entity> entities;
for (auto& x : editor->translator.selected)
{
// explanation: for softbody, we want to create it for the MeshComponent, if it's also selected together with the object:
ObjectComponent* object = scene.objects.GetComponent(entity);
if (object != nullptr)
Entity entity = x.entity;
if (args.userdata == ADD_SOFTBODY)
{
entity = object->meshID;
// explanation: for softbody, we want to create it for the MeshComponent, if it's also selected together with the object:
ObjectComponent* object = scene.objects.GetComponent(entity);
if (object != nullptr)
{
entity = object->meshID;
}
}
}
if (entity == INVALID_ENTITY)
{
assert(0);
return;
}
if (entity == INVALID_ENTITY)
continue;
// Can early exit before creating history entry!
switch (args.userdata)
{
case ADD_NAME:
if (scene.names.Contains(entity))
return;
break;
case ADD_LAYER:
if (scene.layers.Contains(entity))
return;
break;
case ADD_TRANSFORM:
if (scene.transforms.Contains(entity))
return;
break;
case ADD_LIGHT:
if (scene.lights.Contains(entity))
return;
break;
case ADD_MATERIAL:
if (scene.materials.Contains(entity))
return;
break;
case ADD_SPRING:
if (scene.springs.Contains(entity))
return;
break;
case ADD_IK:
if (scene.inverse_kinematics.Contains(entity))
return;
break;
case ADD_SOUND:
if (scene.sounds.Contains(entity))
return;
break;
case ADD_ENVPROBE:
if (scene.probes.Contains(entity))
return;
break;
case ADD_EMITTER:
if (scene.emitters.Contains(entity))
return;
break;
case ADD_HAIR:
if (scene.hairs.Contains(entity))
return;
break;
case ADD_DECAL:
if (scene.decals.Contains(entity))
return;
break;
case ADD_WEATHER:
if (scene.weathers.Contains(entity))
return;
break;
case ADD_FORCE:
if (scene.forces.Contains(entity))
return;
break;
case ADD_ANIMATION:
if (scene.animations.Contains(entity))
return;
break;
case ADD_SCRIPT:
if (scene.scripts.Contains(entity))
return;
break;
case ADD_RIGIDBODY:
if (scene.rigidbodies.Contains(entity))
return;
break;
case ADD_SOFTBODY:
if (scene.softbodies.Contains(entity))
return;
break;
case ADD_COLLIDER:
if (scene.colliders.Contains(entity))
return;
break;
case ADD_HIERARCHY:
if (scene.hierarchy.Contains(entity))
return;
break;
case ADD_CAMERA:
if (scene.cameras.Contains(entity))
return;
break;
case ADD_OBJECT:
if (scene.objects.Contains(entity))
return;
break;
case ADD_VIDEO:
if (scene.videos.Contains(entity))
return;
break;
case ADD_SPRITE:
if (scene.sprites.Contains(entity))
return;
break;
case ADD_FONT:
if (scene.fonts.Contains(entity))
return;
break;
case ADD_VOXELGRID:
if (scene.voxel_grids.Contains(entity))
return;
break;
default:
return;
// Can early exit before creating history entry!
bool valid = true;
switch (args.userdata)
{
case ADD_NAME:
if (scene.names.Contains(entity))
valid = false;
break;
case ADD_LAYER:
if (scene.layers.Contains(entity))
valid = false;
break;
case ADD_TRANSFORM:
if (scene.transforms.Contains(entity))
valid = false;
break;
case ADD_LIGHT:
if (scene.lights.Contains(entity))
valid = false;
break;
case ADD_MATERIAL:
if (scene.materials.Contains(entity))
valid = false;
break;
case ADD_SPRING:
if (scene.springs.Contains(entity))
valid = false;
break;
case ADD_IK:
if (scene.inverse_kinematics.Contains(entity))
valid = false;
break;
case ADD_SOUND:
if (scene.sounds.Contains(entity))
valid = false;
break;
case ADD_ENVPROBE:
if (scene.probes.Contains(entity))
valid = false;
break;
case ADD_EMITTER:
if (scene.emitters.Contains(entity))
valid = false;
break;
case ADD_HAIR:
if (scene.hairs.Contains(entity))
valid = false;
break;
case ADD_DECAL:
if (scene.decals.Contains(entity))
valid = false;
break;
case ADD_WEATHER:
if (scene.weathers.Contains(entity))
valid = false;
break;
case ADD_FORCE:
if (scene.forces.Contains(entity))
valid = false;
break;
case ADD_ANIMATION:
if (scene.animations.Contains(entity))
valid = false;
break;
case ADD_SCRIPT:
if (scene.scripts.Contains(entity))
valid = false;
break;
case ADD_RIGIDBODY:
if (scene.rigidbodies.Contains(entity))
valid = false;
break;
case ADD_SOFTBODY:
if (scene.softbodies.Contains(entity))
valid = false;
break;
case ADD_COLLIDER:
if (scene.colliders.Contains(entity))
valid = false;
break;
case ADD_HIERARCHY:
if (scene.hierarchy.Contains(entity))
valid = false;
break;
case ADD_CAMERA:
if (scene.cameras.Contains(entity))
valid = false;
break;
case ADD_OBJECT:
if (scene.objects.Contains(entity))
valid = false;
break;
case ADD_VIDEO:
if (scene.videos.Contains(entity))
valid = false;
break;
case ADD_SPRITE:
if (scene.sprites.Contains(entity))
valid = false;
break;
case ADD_FONT:
if (scene.fonts.Contains(entity))
valid = false;
break;
case ADD_VOXELGRID:
if (scene.voxel_grids.Contains(entity))
valid = false;
break;
default:
valid = false;
break;
}
if (valid)
{
entities.push_back(entity);
}
}
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->RecordEntity(archive, entities);
switch (args.userdata)
for (Entity entity : entities)
{
case ADD_NAME:
scene.names.Create(entity);
break;
case ADD_LAYER:
scene.layers.Create(entity);
break;
case ADD_TRANSFORM:
scene.transforms.Create(entity);
break;
case ADD_LIGHT:
scene.lights.Create(entity);
break;
case ADD_MATERIAL:
scene.materials.Create(entity);
break;
case ADD_SPRING:
scene.springs.Create(entity);
break;
case ADD_IK:
scene.inverse_kinematics.Create(entity);
break;
case ADD_SOUND:
scene.sounds.Create(entity);
break;
case ADD_ENVPROBE:
scene.probes.Create(entity);
break;
case ADD_EMITTER:
if (!scene.materials.Contains(entity))
switch (args.userdata)
{
case ADD_NAME:
scene.names.Create(entity);
break;
case ADD_LAYER:
scene.layers.Create(entity);
break;
case ADD_TRANSFORM:
scene.transforms.Create(entity);
break;
case ADD_LIGHT:
scene.lights.Create(entity);
break;
case ADD_MATERIAL:
scene.materials.Create(entity);
scene.emitters.Create(entity);
break;
case ADD_HAIR:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.hairs.Create(entity);
break;
case ADD_DECAL:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.decals.Create(entity);
break;
case ADD_WEATHER:
scene.weathers.Create(entity);
break;
case ADD_FORCE:
scene.forces.Create(entity);
break;
case ADD_ANIMATION:
scene.animations.Create(entity);
break;
case ADD_SCRIPT:
scene.scripts.Create(entity);
break;
case ADD_RIGIDBODY:
break;
case ADD_SPRING:
scene.springs.Create(entity);
break;
case ADD_IK:
scene.inverse_kinematics.Create(entity);
break;
case ADD_SOUND:
scene.sounds.Create(entity);
break;
case ADD_ENVPROBE:
scene.probes.Create(entity);
break;
case ADD_EMITTER:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.emitters.Create(entity);
break;
case ADD_HAIR:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.hairs.Create(entity);
break;
case ADD_DECAL:
if (!scene.materials.Contains(entity))
scene.materials.Create(entity);
scene.decals.Create(entity);
break;
case ADD_WEATHER:
scene.weathers.Create(entity);
break;
case ADD_FORCE:
scene.forces.Create(entity);
break;
case ADD_ANIMATION:
scene.animations.Create(entity);
break;
case ADD_SCRIPT:
scene.scripts.Create(entity);
break;
case ADD_RIGIDBODY:
{
RigidBodyPhysicsComponent& rigidbody = scene.rigidbodies.Create(entity);
rigidbody.SetKinematic(true); // Set it to kinematic so that it doesn't immediately fall
rigidbody.SetKinematic(true); // Set it to kinematic so that it can be easily placed
}
break;
case ADD_SOFTBODY:
scene.softbodies.Create(entity);
break;
case ADD_COLLIDER:
scene.colliders.Create(entity);
break;
case ADD_HIERARCHY:
scene.hierarchy.Create(entity);
break;
case ADD_CAMERA:
scene.cameras.Create(entity);
break;
case ADD_OBJECT:
scene.objects.Create(entity);
break;
case ADD_VIDEO:
scene.videos.Create(entity);
break;
case ADD_SPRITE:
scene.sprites.Create(entity);
break;
case ADD_FONT:
scene.fonts.Create(entity);
break;
case ADD_VOXELGRID:
scene.voxel_grids.Create(entity);
break;
default:
break;
case ADD_SOFTBODY:
scene.softbodies.Create(entity);
break;
case ADD_COLLIDER:
scene.colliders.Create(entity);
break;
case ADD_HIERARCHY:
scene.hierarchy.Create(entity);
break;
case ADD_CAMERA:
scene.cameras.Create(entity);
break;
case ADD_OBJECT:
scene.objects.Create(entity);
break;
case ADD_VIDEO:
scene.videos.Create(entity);
break;
case ADD_SPRITE:
scene.sprites.Create(entity);
break;
case ADD_FONT:
scene.fonts.Create(entity);
break;
case ADD_VOXELGRID:
scene.voxel_grids.Create(entity);
break;
default:
break;
}
}
editor->RecordEntity(archive, entity);
editor->RecordEntity(archive, entities);
RefreshEntityTree();
});
});
AddWidget(&newComponentCombo);