Files
WickedEngine/Editor/HairParticleWindow.cpp
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- namespace refactor (example: wiGraphics:: -> wi::graphics)
  - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59
- resource manager will return `Resource` instead of `shared_ptr<Resource>` objects
- MAD shader optimizations
- implemented alpha to coverage with alpha tested materials when MSAA is enabled
- alpha testing fix with transparent shadow maps
- TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
2021-12-03 21:22:27 +01:00

291 lines
8.1 KiB
C++

#include "stdafx.h"
#include "HairParticleWindow.h"
#include "Editor.h"
using namespace wi::ecs;
using namespace wi::scene;
void HairParticleWindow::Create(EditorComponent* editor)
{
wi::gui::Window::Create("Hair Particle System Window");
SetSize(XMFLOAT2(600, 260));
float x = 160;
float y = 10;
float hei = 18;
float step = hei + 2;
addButton.Create("Add Hair Particle System");
addButton.SetPos(XMFLOAT2(x, y += step));
addButton.SetSize(XMFLOAT2(200, hei));
addButton.OnClick([=](wi::gui::EventArgs args) {
Scene& scene = wi::scene::GetScene();
Entity entity = scene.Entity_CreateHair("editorHair");
editor->ClearSelected();
editor->AddSelected(entity);
editor->RefreshSceneGraphView();
SetEntity(entity);
});
addButton.SetTooltip("Add new hair particle system.");
AddWidget(&addButton);
meshComboBox.Create("Mesh: ");
meshComboBox.SetSize(XMFLOAT2(300, hei));
meshComboBox.SetPos(XMFLOAT2(x, y += step));
meshComboBox.SetEnabled(false);
meshComboBox.OnSelect([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
if (args.iValue == 0)
{
hair->meshID = INVALID_ENTITY;
}
else
{
Scene& scene = wi::scene::GetScene();
hair->meshID = scene.meshes.GetEntity(args.iValue - 1);
}
}
});
meshComboBox.SetTooltip("Choose a mesh where hair will grow from...");
AddWidget(&meshComboBox);
countSlider.Create(0, 100000, 1000, 100000, "Strand Count: ");
countSlider.SetSize(XMFLOAT2(360, hei));
countSlider.SetPos(XMFLOAT2(x, y += step));
countSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->strandCount = (uint32_t)args.iValue;
}
});
countSlider.SetEnabled(false);
countSlider.SetTooltip("Set hair strand count");
AddWidget(&countSlider);
lengthSlider.Create(0, 4, 1, 100000, "Particle Length: ");
lengthSlider.SetSize(XMFLOAT2(360, hei));
lengthSlider.SetPos(XMFLOAT2(x, y += step));
lengthSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->length = args.fValue;
}
});
lengthSlider.SetEnabled(false);
lengthSlider.SetTooltip("Set hair strand length");
AddWidget(&lengthSlider);
stiffnessSlider.Create(0, 20, 5, 100000, "Particle Stiffness: ");
stiffnessSlider.SetSize(XMFLOAT2(360, hei));
stiffnessSlider.SetPos(XMFLOAT2(x, y += step));
stiffnessSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->stiffness = args.fValue;
}
});
stiffnessSlider.SetEnabled(false);
stiffnessSlider.SetTooltip("Set hair strand stiffness, how much it tries to get back to rest position.");
AddWidget(&stiffnessSlider);
randomnessSlider.Create(0, 1, 0.2f, 100000, "Particle Randomness: ");
randomnessSlider.SetSize(XMFLOAT2(360, hei));
randomnessSlider.SetPos(XMFLOAT2(x, y += step));
randomnessSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->randomness = args.fValue;
}
});
randomnessSlider.SetEnabled(false);
randomnessSlider.SetTooltip("Set hair length randomization factor. This will affect randomness of hair lengths.");
AddWidget(&randomnessSlider);
segmentcountSlider.Create(1, 10, 1, 9, "Segment Count: ");
segmentcountSlider.SetSize(XMFLOAT2(360, hei));
segmentcountSlider.SetPos(XMFLOAT2(x, y += step));
segmentcountSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->segmentCount = (uint32_t)args.iValue;
}
});
segmentcountSlider.SetEnabled(false);
segmentcountSlider.SetTooltip("Set hair strand segment count. This will affect simulation quality and performance.");
AddWidget(&segmentcountSlider);
randomSeedSlider.Create(1, 12345, 1, 12344, "Random seed: ");
randomSeedSlider.SetSize(XMFLOAT2(360, hei));
randomSeedSlider.SetPos(XMFLOAT2(x, y += step));
randomSeedSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->randomSeed = (uint32_t)args.iValue;
}
});
randomSeedSlider.SetEnabled(false);
randomSeedSlider.SetTooltip("Set hair system-wide random seed value. This will affect hair patch placement randomization.");
AddWidget(&randomSeedSlider);
viewDistanceSlider.Create(0, 1000, 100, 10000, "View distance: ");
viewDistanceSlider.SetSize(XMFLOAT2(360, hei));
viewDistanceSlider.SetPos(XMFLOAT2(x, y += step));
viewDistanceSlider.OnSlide([&](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->viewDistance = args.fValue;
}
});
viewDistanceSlider.SetEnabled(false);
viewDistanceSlider.SetTooltip("Set view distance. After this, particles will be faded out.");
AddWidget(&viewDistanceSlider);
framesXInput.Create("");
framesXInput.SetPos(XMFLOAT2(x, y += step));
framesXInput.SetSize(XMFLOAT2(40, hei));
framesXInput.SetText("");
framesXInput.SetTooltip("How many horizontal frames there are in the spritesheet.");
framesXInput.SetDescription("Frames X: ");
framesXInput.OnInputAccepted([this](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->framesX = (uint32_t)args.iValue;
}
});
AddWidget(&framesXInput);
framesYInput.Create("");
framesYInput.SetPos(XMFLOAT2(x + 250, y));
framesYInput.SetSize(XMFLOAT2(40, hei));
framesYInput.SetText("");
framesYInput.SetTooltip("How many vertical frames there are in the spritesheet.");
framesYInput.SetDescription("Frames Y: ");
framesYInput.OnInputAccepted([this](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->framesY = (uint32_t)args.iValue;
}
});
AddWidget(&framesYInput);
step = 20;
frameCountInput.Create("");
frameCountInput.SetPos(XMFLOAT2(x, y += step));
frameCountInput.SetSize(XMFLOAT2(40, hei));
frameCountInput.SetText("");
frameCountInput.SetTooltip("Enter a value to enable the random sprite sheet frame selection's max frame number.");
frameCountInput.SetDescription("Frame Count: ");
frameCountInput.OnInputAccepted([this](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->frameCount = (uint32_t)args.iValue;
}
});
AddWidget(&frameCountInput);
frameStartInput.Create("");
frameStartInput.SetPos(XMFLOAT2(x + 250, y));
frameStartInput.SetSize(XMFLOAT2(40, hei));
frameStartInput.SetText("");
frameStartInput.SetTooltip("Specifies the first frame of the sheet that can be used.");
frameStartInput.SetDescription("First Frame: ");
frameStartInput.OnInputAccepted([this](wi::gui::EventArgs args) {
auto hair = GetHair();
if (hair != nullptr)
{
hair->frameStart = (uint32_t)args.iValue;
}
});
AddWidget(&frameStartInput);
Translate(XMFLOAT3(200, 50, 0));
SetVisible(false);
SetEntity(entity);
}
void HairParticleWindow::SetEntity(Entity entity)
{
this->entity = entity;
auto hair = GetHair();
if (hair != nullptr)
{
lengthSlider.SetValue(hair->length);
stiffnessSlider.SetValue(hair->stiffness);
randomnessSlider.SetValue(hair->randomness);
countSlider.SetValue((float)hair->strandCount);
segmentcountSlider.SetValue((float)hair->segmentCount);
randomSeedSlider.SetValue((float)hair->randomSeed);
viewDistanceSlider.SetValue(hair->viewDistance);
framesXInput.SetValue((int)hair->framesX);
framesYInput.SetValue((int)hair->framesY);
frameCountInput.SetValue((int)hair->frameCount);
frameStartInput.SetValue((int)hair->frameStart);
SetEnabled(true);
}
else
{
SetEnabled(false);
}
addButton.SetEnabled(true);
}
wi::HairParticleSystem* HairParticleWindow::GetHair()
{
if (entity == INVALID_ENTITY)
{
return nullptr;
}
Scene& scene = wi::scene::GetScene();
wi::HairParticleSystem* hair = scene.hairs.GetComponent(entity);
return hair;
}
void HairParticleWindow::UpdateData()
{
auto emitter = GetHair();
if (emitter == nullptr)
{
return;
}
Scene& scene = wi::scene::GetScene();
meshComboBox.ClearItems();
meshComboBox.AddItem("NO MESH");
for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
{
Entity entity = scene.meshes.GetEntity(i);
const NameComponent& name = *scene.names.GetComponent(entity);
meshComboBox.AddItem(name.name);
if (emitter->meshID == entity)
{
meshComboBox.SetSelected((int)i + 1);
}
}
}