Terrain spline material and some gui updates (#1092)
- spline material can modify terrain material - gui: labels can now auto fit text - gui: window close button is replaced to the right side to help avoid clicking it by mistake when trying to collapse
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@@ -36,21 +36,13 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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editor->componentsWnd.RefreshEntityTree();
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});
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float x = 95;
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float y = 0;
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float hei = 18;
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float step = hei + 2;
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float wid = 170;
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infoLabel.Create("");
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infoLabel.SetText("Soft body physics must be used together with a MeshComponent, otherwise it will have no effect.\nYou can use the Paint Tool to pin or soften soft body vertices.");
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infoLabel.SetSize(XMFLOAT2(100, 90));
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infoLabel.SetFitTextEnabled(true);
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AddWidget(&infoLabel);
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resetButton.Create("Reset");
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resetButton.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
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resetButton.SetSize(XMFLOAT2(wid, hei));
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resetButton.SetPos(XMFLOAT2(x, y));
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resetButton.OnClick([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -75,8 +67,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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detailSlider.Create(0.001f, 1, 1, 1000, "LOD Detail: ");
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detailSlider.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
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detailSlider.SetSize(XMFLOAT2(wid, hei));
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detailSlider.SetPos(XMFLOAT2(x, y));
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detailSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -101,8 +91,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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massSlider.Create(0, 100, 1, 100000, "Mass: ");
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massSlider.SetTooltip("Set the mass amount for the physics engine.");
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massSlider.SetSize(XMFLOAT2(wid, hei));
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massSlider.SetPos(XMFLOAT2(x, y));
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massSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -128,8 +116,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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frictionSlider.Create(0, 1, 0.5f, 100000, "Friction: ");
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frictionSlider.SetTooltip("Set the friction amount for the physics engine.");
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frictionSlider.SetSize(XMFLOAT2(wid, hei));
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frictionSlider.SetPos(XMFLOAT2(x, y += step));
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frictionSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -154,8 +140,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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restitutionSlider.Create(0, 1, 0, 100000, "Restitution: ");
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restitutionSlider.SetTooltip("Set the restitution amount for the physics engine.");
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restitutionSlider.SetSize(XMFLOAT2(wid, hei));
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restitutionSlider.SetPos(XMFLOAT2(x, y += step));
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restitutionSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -180,8 +164,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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pressureSlider.Create(0, 100000, 0, 100000, "Pressure: ");
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pressureSlider.SetTooltip("Set the pressure amount for the physics engine.");
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pressureSlider.SetSize(XMFLOAT2(wid, hei));
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pressureSlider.SetPos(XMFLOAT2(x, y += step));
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pressureSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -207,8 +189,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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vertexRadiusSlider.Create(0, 1, 0, 100000, "Vertex Radius: ");
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vertexRadiusSlider.SetTooltip("Set how much distance vertices should keep from other physics bodies.");
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vertexRadiusSlider.SetSize(XMFLOAT2(wid, hei));
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vertexRadiusSlider.SetPos(XMFLOAT2(x, y += step));
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vertexRadiusSlider.OnSlide([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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@@ -234,8 +214,6 @@ void SoftBodyWindow::Create(EditorComponent* _editor)
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windCheckbox.Create("Wind: ");
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windCheckbox.SetTooltip("Enable/disable wind force on this soft body.");
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windCheckbox.SetSize(XMFLOAT2(hei, hei));
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windCheckbox.SetPos(XMFLOAT2(x, y += step));
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windCheckbox.OnClick([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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