Files
WickedEngine/Editor/ForceFieldWindow.cpp
T
Turánszki János 180ddc3586 0.49 (#160)
* renderer updates: material shadertype, customshaders

* custom shader updates

* hologram fix

* editor windows refactor

* major gui update:
- gui no longer lifetime manager
- window no longer needs gui to construct
- removed gui constructors/destructors
- rewritten every editor window

* renderer update

* gui hasfocus fix

* editor fix

* renderpath upgrades: hybrid forward-deferred

* fix

* water ripple refactor

* cmake fix

* cmake fix

* renderer fix

* volumetric light fix

* customshader stencilref

* cmake fix

* rtdeferred fix

* editor update

* raytraced shadows denoise

* anisotropic shader

* sss stencil greater

* added cartoon shader

* using precomputed tangents

* added unlit object shader

* importer update

* editor update

* editor fix

* vulkan envmap rendering fix

* terrain shader simplification (normal texture mapping instead of triplanar)

* added subsurface profiles, reduced gbuffer

* denoise disocclusion fallback

* editor fix

* more sorting priority for blend than instancing

* hairparticle culling

* particle updates; font update instancing instead of index buffer; vulkan/dx12 fixes;

* shader fixes

* hairparticle trianglestrip and no cross section

* editor fix

* cam wnd update

* terrain shader fix
2020-10-17 13:17:07 +02:00

142 lines
3.5 KiB
C++

#include "stdafx.h"
#include "ForceFieldWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void ForceFieldWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Force Field Window");
SetSize(XMFLOAT2(420, 120));
float x = 150;
float y = 10;
float hei = 18;
float step = hei + 2;
addButton.Create("Add Force Field");
addButton.SetSize(XMFLOAT2(150, hei));
addButton.SetPos(XMFLOAT2(x, y += step));
addButton.OnClick([=](wiEventArgs args) {
Entity entity = wiScene::GetScene().Entity_CreateForce("editorForce");
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
switch (typeComboBox.GetSelected())
{
case 0:
force->type = ENTITY_TYPE_FORCEFIELD_POINT;
break;
case 1:
force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
break;
default:
assert(0);
break;
}
editor->ClearSelected();
editor->AddSelected(entity);
editor->RefreshSceneGraphView();
SetEntity(entity);
}
else
{
assert(0);
}
});
addButton.SetEnabled(true);
addButton.SetTooltip("Add new Force Field to the simulation.");
AddWidget(&addButton);
typeComboBox.Create("Force Field type: ");
typeComboBox.SetPos(XMFLOAT2(x, y += step));
typeComboBox.SetSize(XMFLOAT2(200, hei));
typeComboBox.OnSelect([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr && args.iValue >= 0)
{
switch (args.iValue)
{
case 0:
force->type = ENTITY_TYPE_FORCEFIELD_POINT;
break;
case 1:
force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
break;
default:
assert(0); // error
break;
}
}
});
typeComboBox.AddItem("Point");
typeComboBox.AddItem("Plane");
typeComboBox.SetEnabled(false);
typeComboBox.SetTooltip("Choose the force field type.");
AddWidget(&typeComboBox);
gravitySlider.Create(-10, 10, 0, 100000, "Gravity: ");
gravitySlider.SetSize(XMFLOAT2(200, hei));
gravitySlider.SetPos(XMFLOAT2(x, y += step));
gravitySlider.OnSlide([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
force->gravity = args.fValue;
}
});
gravitySlider.SetEnabled(false);
gravitySlider.SetTooltip("Set the amount of gravity. Positive values attract, negatives deflect.");
AddWidget(&gravitySlider);
rangeSlider.Create(0.0f, 100.0f, 10, 100000, "Range: ");
rangeSlider.SetSize(XMFLOAT2(200, hei));
rangeSlider.SetPos(XMFLOAT2(x, y += step));
rangeSlider.OnSlide([&](wiEventArgs args) {
ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
force->range_local = args.fValue;
}
});
rangeSlider.SetEnabled(false);
rangeSlider.SetTooltip("Set the range of affection.");
AddWidget(&rangeSlider);
Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 720, 50, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void ForceFieldWindow::SetEntity(Entity entity)
{
this->entity = entity;
const ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
if (force != nullptr)
{
typeComboBox.SetSelected(force->type == ENTITY_TYPE_FORCEFIELD_POINT ? 0 : 1);
gravitySlider.SetValue(force->gravity);
rangeSlider.SetValue(force->range_local);
gravitySlider.SetEnabled(true);
rangeSlider.SetEnabled(true);
}
else
{
gravitySlider.SetEnabled(false);
rangeSlider.SetEnabled(false);
}
addButton.SetEnabled(true);
}