#include "stdafx.h" #include "SoftBodyWindow.h" #include "Editor.h" using namespace wi::ecs; using namespace wi::scene; 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, 120)); closeButton.SetTooltip("Delete MeshComponent"); OnClose([=](wi::gui::EventArgs args) { wi::Archive& archive = editor->AdvanceHistory(); archive << EditorComponent::HISTORYOP_COMPONENT_DATA; editor->RecordEntity(archive, entity); editor->GetCurrentScene().softbodies.Remove(entity); editor->RecordEntity(archive, entity); editor->optionsWnd.RefreshEntityTree(); }); float x = 95; float y = 0; float hei = 18; float step = hei + 2; float wid = 170; massSlider.Create(0, 10, 1, 100000, "Mass: "); massSlider.SetTooltip("Set the mass amount for the physics engine."); massSlider.SetSize(XMFLOAT2(wid, hei)); massSlider.SetPos(XMFLOAT2(x, y)); massSlider.OnSlide([&](wi::gui::EventArgs args) { SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().softbodies.GetComponent(entity); if (physicscomponent != nullptr) { physicscomponent->physicsobject = {}; physicscomponent->mass = args.fValue; } }); AddWidget(&massSlider); frictionSlider.Create(0, 1, 0.5f, 100000, "Friction: "); frictionSlider.SetTooltip("Set the friction amount for the physics engine."); frictionSlider.SetSize(XMFLOAT2(wid, hei)); frictionSlider.SetPos(XMFLOAT2(x, y += step)); frictionSlider.OnSlide([&](wi::gui::EventArgs args) { SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().softbodies.GetComponent(entity); if (physicscomponent != nullptr) { physicscomponent->physicsobject = {}; physicscomponent->friction = args.fValue; } }); AddWidget(&frictionSlider); restitutionSlider.Create(0, 1, 0, 100000, "Restitution: "); restitutionSlider.SetTooltip("Set the restitution amount for the physics engine."); restitutionSlider.SetSize(XMFLOAT2(wid, hei)); restitutionSlider.SetPos(XMFLOAT2(x, y += step)); restitutionSlider.OnSlide([&](wi::gui::EventArgs args) { SoftBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().softbodies.GetComponent(entity); if (physicscomponent != nullptr) { physicscomponent->physicsobject = {}; physicscomponent->restitution = args.fValue; } }); AddWidget(&restitutionSlider); SetMinimized(true); SetVisible(false); SetEntity(INVALID_ENTITY); } void SoftBodyWindow::SetEntity(Entity entity) { this->entity = entity; Scene& scene = editor->GetCurrentScene(); const SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity); if (physicscomponent != nullptr) { massSlider.SetValue(physicscomponent->mass); frictionSlider.SetValue(physicscomponent->friction); restitutionSlider.SetValue(physicscomponent->restitution); } }