Softbody simplification with bones (#876)

This commit is contained in:
Turánszki János
2024-07-04 09:24:47 +02:00
committed by GitHub
parent faff256d18
commit fb41bf83bd
55 changed files with 1167 additions and 778 deletions
+72 -4
View File
@@ -8,7 +8,7 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_SOFTBODY " Soft Body Physics", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(580, 260));
SetSize(XMFLOAT2(580, 320));
closeButton.SetTooltip("Delete SoftBodyPhysicsComponent");
OnClose([=](wi::gui::EventArgs args) {
@@ -19,6 +19,18 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
editor->GetCurrentScene().softbodies.Remove(entity);
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr && mesh->armatureID == INVALID_ENTITY)
{
// When removing soft body, and mesh also doesn't have an armature,
// then remove the bone vertex buffers
mesh->vertex_boneindices.clear();
mesh->vertex_boneweights.clear();
mesh->vertex_boneindices2.clear();
mesh->vertex_boneweights2.clear();
mesh->CreateRenderData();
}
editor->RecordEntity(archive, entity);
editor->componentsWnd.RefreshEntityTree();
@@ -35,8 +47,34 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
infoLabel.SetSize(XMFLOAT2(100, 90));
AddWidget(&infoLabel);
detailSlider.Create(10, 100, 1, 90, "Detail: ");
detailSlider.SetTooltip("Set the detail to keep between simulation and graphics mesh. This will recreate the soft body, vertex changes will be lost.\nLower = less detailed, higher = more detailed.");
resetButton.Create("Reset");
resetButton.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
resetButton.SetSize(XMFLOAT2(wid, hei));
resetButton.SetPos(XMFLOAT2(x, y));
resetButton.OnClick([&](wi::gui::EventArgs args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(x.entity);
if (physicscomponent == nullptr)
{
// Try also getting it through object's mesh:
ObjectComponent* object = scene.objects.GetComponent(x.entity);
if (object != nullptr)
{
physicscomponent = scene.softbodies.GetComponent(object->meshID);
}
}
if (physicscomponent != nullptr)
{
physicscomponent->Reset();
}
}
});
AddWidget(&resetButton);
detailSlider.Create(0.001f, 1, 1, 1000, "LOD Detail: ");
detailSlider.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
detailSlider.SetSize(XMFLOAT2(wid, hei));
detailSlider.SetPos(XMFLOAT2(x, y));
detailSlider.OnSlide([&](wi::gui::EventArgs args) {
@@ -61,7 +99,7 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
});
AddWidget(&detailSlider);
massSlider.Create(0, 10, 1, 100000, "Mass: ");
massSlider.Create(0, 100, 1, 100000, "Mass: ");
massSlider.SetTooltip("Set the mass amount for the physics engine.");
massSlider.SetSize(XMFLOAT2(wid, hei));
massSlider.SetPos(XMFLOAT2(x, y));
@@ -140,6 +178,33 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
});
AddWidget(&restitutionSlider);
pressureSlider.Create(0, 100000, 0, 100000, "Pressure: ");
pressureSlider.SetTooltip("Set the pressure amount for the physics engine.");
pressureSlider.SetSize(XMFLOAT2(wid, hei));
pressureSlider.SetPos(XMFLOAT2(x, y += step));
pressureSlider.OnSlide([&](wi::gui::EventArgs args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(x.entity);
if (physicscomponent == nullptr)
{
// Try also getting it through object's mesh:
ObjectComponent* object = scene.objects.GetComponent(x.entity);
if (object != nullptr)
{
physicscomponent = scene.softbodies.GetComponent(object->meshID);
}
}
if (physicscomponent != nullptr)
{
physicscomponent->pressure = args.fValue;
physicscomponent->physicsobject = {};
}
}
});
AddWidget(&pressureSlider);
vertexRadiusSlider.Create(0, 1, 0, 100000, "Vertex Radius: ");
vertexRadiusSlider.SetTooltip("Set how much distance vertices should keep from other physics bodies.");
vertexRadiusSlider.SetSize(XMFLOAT2(wid, hei));
@@ -214,6 +279,7 @@ void SoftBodyWindow::SetEntity(Entity entity)
massSlider.SetValue(physicscomponent->mass);
frictionSlider.SetValue(physicscomponent->friction);
restitutionSlider.SetValue(physicscomponent->restitution);
pressureSlider.SetValue(physicscomponent->pressure);
vertexRadiusSlider.SetValue(physicscomponent->vertex_radius);
windCheckbox.SetCheck(physicscomponent->IsWindEnabled());
}
@@ -257,10 +323,12 @@ void SoftBodyWindow::ResizeLayout()
};
add_fullwidth(infoLabel);
add_fullwidth(resetButton);
add(detailSlider);
add(massSlider);
add(frictionSlider);
add(restitutionSlider);
add(pressureSlider);
add(vertexRadiusSlider);
add_right(windCheckbox);