Softbody and rigidbody windows separated (#526)
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+16
-87
@@ -14,8 +14,22 @@ using namespace wi::scene;
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void MeshWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_MESH " Mesh", wi::gui::Window::WindowControls::COLLAPSE);
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SetSize(XMFLOAT2(580, 720));
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wi::gui::Window::Create(ICON_MESH " Mesh", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
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SetSize(XMFLOAT2(580, 650));
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closeButton.SetTooltip("Delete MeshComponent");
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OnClose([=](wi::gui::EventArgs args) {
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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editor->GetCurrentScene().meshes.Remove(entity);
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editor->RecordEntity(archive, entity);
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editor->optionsWnd.RefreshEntityTree();
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});
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float x = 95;
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float y = 0;
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@@ -65,80 +79,6 @@ void MeshWindow::Create(EditorComponent* _editor)
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});
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AddWidget(&doubleSidedCheckBox);
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softbodyCheckBox.Create("Soft body: ");
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softbodyCheckBox.SetTooltip("Enable soft body simulation. Tip: Use the Paint Tool to control vertex pinning.");
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softbodyCheckBox.SetSize(XMFLOAT2(hei, hei));
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softbodyCheckBox.SetPos(XMFLOAT2(x, y += step));
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softbodyCheckBox.OnClick([&](wi::gui::EventArgs args) {
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Scene& scene = editor->GetCurrentScene();
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SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
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if (args.bValue)
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{
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if (physicscomponent == nullptr)
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{
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SoftBodyPhysicsComponent& softbody = scene.softbodies.Create(entity);
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softbody.friction = frictionSlider.GetValue();
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softbody.restitution = restitutionSlider.GetValue();
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softbody.mass = massSlider.GetValue();
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}
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}
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else
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{
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if (physicscomponent != nullptr)
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{
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scene.softbodies.Remove(entity);
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MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->CreateRenderData();
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}
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}
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}
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});
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AddWidget(&softbodyCheckBox);
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massSlider.Create(0, 10, 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 += step));
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massSlider.OnSlide([&](wi::gui::EventArgs args) {
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SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().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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}
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});
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AddWidget(&massSlider);
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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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SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().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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}
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});
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AddWidget(&frictionSlider);
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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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SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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physicscomponent->restitution = args.fValue;
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}
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});
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AddWidget(&restitutionSlider);
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impostorCreateButton.Create("Create Impostor");
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impostorCreateButton.SetTooltip("Create an impostor image of the mesh. The mesh will be replaced by this image when far away, to render faster.");
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impostorCreateButton.SetSize(XMFLOAT2(wid, hei));
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@@ -748,17 +688,6 @@ void MeshWindow::SetEntity(Entity entity, int subset)
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}
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tessellationFactorSlider.SetValue(mesh->GetTessellationFactor());
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softbodyCheckBox.SetCheck(false);
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SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().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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massSlider.SetValue(physicscomponent->mass);
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frictionSlider.SetValue(physicscomponent->friction);
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restitutionSlider.SetValue(physicscomponent->restitution);
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}
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uint8_t selected = morphTargetCombo.GetSelected();
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morphTargetCombo.ClearItems();
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for (size_t i = 0; i < mesh->morph_targets.size(); i++)
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