Files
WickedEngine/Editor/ArmatureWindow.cpp
T
2023-10-05 18:47:09 +02:00

200 lines
4.9 KiB
C++

#include "stdafx.h"
#include "ArmatureWindow.h"
using namespace wi::ecs;
using namespace wi::scene;
void ArmatureWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_ARMATURE " Armature", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(670, 350));
closeButton.SetTooltip("Delete ArmatureComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().armatures.Remove(entity);
editor->RecordEntity(archive, entity);
editor->optionsWnd.RefreshEntityTree();
});
float x = 60;
float y = 4;
float hei = 20;
float step = hei + 2;
float wid = 220;
infoLabel.Create("");
infoLabel.SetSize(XMFLOAT2(100, 50));
infoLabel.SetText("This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities.");
AddWidget(&infoLabel);
resetPoseButton.Create("Reset Pose");
resetPoseButton.SetSize(XMFLOAT2(wid, hei));
resetPoseButton.OnClick([=](wi::gui::EventArgs args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
const ArmatureComponent* armature = scene.armatures.GetComponent(entity);
if (armature == nullptr)
return;
for (size_t i = 0; i < armature->boneCollection.size(); ++i)
{
Entity bone = armature->boneCollection[i];
TransformComponent* transform = scene.transforms.GetComponent(bone);
if (transform != nullptr)
{
transform->ClearTransform();
transform->MatrixTransform(XMMatrixInverse(nullptr, XMLoadFloat4x4(&armature->inverseBindMatrices[i])));
transform->UpdateTransform();
const HierarchyComponent* hier = scene.hierarchy.GetComponent(bone);
if (hier != nullptr && hier->parentID != INVALID_ENTITY)
{
scene.Component_Attach(bone, hier->parentID, false);
}
}
}
});
AddWidget(&resetPoseButton);
boneList.Create("Bones: ");
boneList.SetSize(XMFLOAT2(wid, 200));
boneList.SetPos(XMFLOAT2(4, y += step));
boneList.OnSelect([=](wi::gui::EventArgs args) {
if (args.iValue < 0)
return;
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_SELECTION;
// record PREVIOUS selection state...
editor->RecordSelection(archive);
editor->translator.selected.clear();
for (int i = 0; i < boneList.GetItemCount(); ++i)
{
const wi::gui::TreeList::Item& item = boneList.GetItem(i);
if (item.selected)
{
wi::scene::PickResult pick;
pick.entity = (Entity)item.userdata;
editor->AddSelected(pick);
}
}
// record NEW selection state...
editor->RecordSelection(archive);
editor->optionsWnd.RefreshEntityTree();
});
AddWidget(&boneList);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void ArmatureWindow::SetEntity(Entity entity)
{
if (this->entity == entity)
return;
Scene& scene = editor->GetCurrentScene();
const ArmatureComponent* armature = scene.armatures.GetComponent(entity);
if (armature != nullptr || IsCollapsed())
{
this->entity = entity;
RefreshBoneList();
}
}
void ArmatureWindow::RefreshBoneList()
{
Scene& scene = editor->GetCurrentScene();
const ArmatureComponent* armature = scene.armatures.GetComponent(entity);
if (armature != nullptr)
{
boneList.ClearItems();
for (Entity bone : armature->boneCollection)
{
wi::gui::TreeList::Item item;
item.userdata = bone;
item.name += ICON_BONE " ";
const NameComponent* name = scene.names.GetComponent(bone);
if (name == nullptr)
{
item.name += "[no_name] " + std::to_string(bone);
}
else if (name->name.empty())
{
item.name += "[name_empty] " + std::to_string(bone);
}
else
{
item.name += name->name;
}
boneList.AddItem(item);
}
}
}
void ArmatureWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
const float padding = 4;
const float width = GetWidgetAreaSize().x;
float y = padding;
float jump = 20;
const float margin_left = 110;
const float margin_right = 45;
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(resetPoseButton);
y += jump;
add_fullwidth(boneList);
}