large refactor
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+17
-17
@@ -5,7 +5,7 @@
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using namespace std;
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using namespace wiECS;
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using namespace wiSceneSystem;
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using namespace wiScene;
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MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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{
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@@ -34,7 +34,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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doubleSidedCheckBox->SetTooltip("If enabled, the inside of the mesh will be visible.");
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doubleSidedCheckBox->SetPos(XMFLOAT2(x, y += step));
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doubleSidedCheckBox->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->SetDoubleSided(args.bValue);
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@@ -47,7 +47,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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softbodyCheckBox->SetPos(XMFLOAT2(x, y += step));
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softbodyCheckBox->OnClick([&](wiEventArgs args) {
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Scene& scene = wiSceneSystem::GetScene();
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Scene& scene = wiScene::GetScene();
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SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
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if (args.bValue)
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@@ -75,7 +75,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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massSlider->SetSize(XMFLOAT2(100, 30));
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massSlider->SetPos(XMFLOAT2(x, y += step));
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massSlider->OnSlide([&](wiEventArgs args) {
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SoftBodyPhysicsComponent* physicscomponent = wiSceneSystem::GetScene().softbodies.GetComponent(entity);
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SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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physicscomponent->mass = args.fValue;
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@@ -88,7 +88,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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frictionSlider->SetSize(XMFLOAT2(100, 30));
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frictionSlider->SetPos(XMFLOAT2(x, y += step));
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frictionSlider->OnSlide([&](wiEventArgs args) {
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SoftBodyPhysicsComponent* physicscomponent = wiSceneSystem::GetScene().softbodies.GetComponent(entity);
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SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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physicscomponent->friction = args.fValue;
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@@ -101,10 +101,10 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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impostorCreateButton->SetSize(XMFLOAT2(240, 30));
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impostorCreateButton->SetPos(XMFLOAT2(x - 50, y += step));
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impostorCreateButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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Scene& scene = wiSceneSystem::GetScene();
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Scene& scene = wiScene::GetScene();
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scene.impostors.Create(entity).swapInDistance = impostorDistanceSlider->GetValue();
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}
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});
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@@ -115,7 +115,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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impostorDistanceSlider->SetSize(XMFLOAT2(100, 30));
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impostorDistanceSlider->SetPos(XMFLOAT2(x, y += step));
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impostorDistanceSlider->OnSlide([&](wiEventArgs args) {
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ImpostorComponent* impostor = wiSceneSystem::GetScene().impostors.GetComponent(entity);
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ImpostorComponent* impostor = wiScene::GetScene().impostors.GetComponent(entity);
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if (impostor != nullptr)
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{
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impostor->swapInDistance = args.fValue;
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@@ -128,7 +128,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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tessellationFactorSlider->SetSize(XMFLOAT2(100, 30));
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tessellationFactorSlider->SetPos(XMFLOAT2(x, y += step));
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tessellationFactorSlider->OnSlide([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->tessellationFactor = args.fValue;
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@@ -141,7 +141,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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flipCullingButton->SetSize(XMFLOAT2(240, 30));
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flipCullingButton->SetPos(XMFLOAT2(x - 50, y += step));
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flipCullingButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->FlipCulling();
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@@ -155,7 +155,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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flipNormalsButton->SetSize(XMFLOAT2(240, 30));
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flipNormalsButton->SetPos(XMFLOAT2(x - 50, y += step));
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flipNormalsButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->FlipNormals();
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@@ -169,7 +169,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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computeNormalsSmoothButton->SetSize(XMFLOAT2(240, 30));
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computeNormalsSmoothButton->SetPos(XMFLOAT2(x - 50, y += step));
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computeNormalsSmoothButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->ComputeNormals(true);
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@@ -183,7 +183,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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computeNormalsHardButton->SetSize(XMFLOAT2(240, 30));
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computeNormalsHardButton->SetPos(XMFLOAT2(x - 50, y += step));
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computeNormalsHardButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->ComputeNormals(false);
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@@ -197,7 +197,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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recenterButton->SetSize(XMFLOAT2(240, 30));
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recenterButton->SetPos(XMFLOAT2(x - 50, y += step));
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recenterButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->Recenter();
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@@ -211,7 +211,7 @@ MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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recenterToBottomButton->SetSize(XMFLOAT2(240, 30));
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recenterToBottomButton->SetPos(XMFLOAT2(x - 50, y += step));
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recenterToBottomButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiSceneSystem::GetScene().meshes.GetComponent(entity);
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->RecenterToBottom();
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@@ -241,7 +241,7 @@ void MeshWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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Scene&scene = wiSceneSystem::GetScene();
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Scene&scene = wiScene::GetScene();
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const MeshComponent* mesh = scene.meshes.GetComponent(entity);
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@@ -276,7 +276,7 @@ void MeshWindow::SetEntity(Entity entity)
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softbodyCheckBox->SetCheck(false);
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SoftBodyPhysicsComponent* physicscomponent = wiSceneSystem::GetScene().softbodies.GetComponent(entity);
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SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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softbodyCheckBox->SetCheck(true);
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