Files
WickedEngine/Editor/SoftBodyWindow.cpp
T

336 lines
11 KiB
C++

#include "stdafx.h"
#include "SoftBodyWindow.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 | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
SetSize(XMFLOAT2(580, 320));
closeButton.SetTooltip("Delete SoftBodyPhysicsComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
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();
});
float x = 95;
float y = 0;
float hei = 18;
float step = hei + 2;
float wid = 170;
infoLabel.Create("");
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.");
infoLabel.SetSize(XMFLOAT2(100, 90));
AddWidget(&infoLabel);
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) {
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->SetDetail(args.fValue);
}
}
});
AddWidget(&detailSlider);
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));
massSlider.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->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) {
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->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) {
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->restitution = args.fValue;
}
}
});
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));
vertexRadiusSlider.SetPos(XMFLOAT2(x, y += step));
vertexRadiusSlider.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->physicsobject = {};
physicscomponent->vertex_radius = args.fValue;
}
}
});
AddWidget(&vertexRadiusSlider);
windCheckbox.Create("Wind: ");
windCheckbox.SetTooltip("Enable/disable wind force on this soft body.");
windCheckbox.SetSize(XMFLOAT2(hei, hei));
windCheckbox.SetPos(XMFLOAT2(x, y += step));
windCheckbox.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->SetWindEnabled(args.bValue);
}
}
});
AddWidget(&windCheckbox);
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)
{
detailSlider.SetValue(physicscomponent->detail);
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());
}
}
void SoftBodyWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
const float padding = 4;
const float width = GetWidgetAreaSize().x;
float y = padding;
float jump = 20;
const float margin_left = 120;
const float margin_right = 40;
auto add = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
widget.SetPos(XMFLOAT2(margin_left, y));
widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
y += widget.GetSize().y;
y += padding;
};
auto add_right = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
widget.SetPos(XMFLOAT2(width - margin_right - widget.GetSize().x, y));
y += widget.GetSize().y;
y += padding;
};
auto add_fullwidth = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
const float margin_left = padding;
const float margin_right = padding;
widget.SetPos(XMFLOAT2(margin_left, y));
widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
y += widget.GetSize().y;
y += padding;
};
add_fullwidth(infoLabel);
add_fullwidth(resetButton);
add(detailSlider);
add(massSlider);
add(frictionSlider);
add(restitutionSlider);
add(pressureSlider);
add(vertexRadiusSlider);
add_right(windCheckbox);
}