Files
WickedEngine/Editor/RigidBodyWindow.cpp
T
Turánszki János c18625c99c Jolt physics (#867)
2024-06-23 17:56:47 +02:00

441 lines
15 KiB
C++

#include "stdafx.h"
#include "RigidBodyWindow.h"
using namespace wi::ecs;
using namespace wi::scene;
void RigidBodyWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_RIGIDBODY " Rigid Body Physics", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(670, 400));
closeButton.SetTooltip("Delete RigidBodyPhysicsComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().rigidbodies.Remove(entity);
editor->RecordEntity(archive, entity);
editor->componentsWnd.RefreshEntityTree();
});
float x = 140;
float y = 0;
float hei = 18;
float step = hei + 2;
float wid = 130;
collisionShapeComboBox.Create("Collision Shape: ");
collisionShapeComboBox.SetSize(XMFLOAT2(wid, hei));
collisionShapeComboBox.SetPos(XMFLOAT2(x, y));
collisionShapeComboBox.AddItem("Box", RigidBodyPhysicsComponent::CollisionShape::BOX);
collisionShapeComboBox.AddItem("Sphere", RigidBodyPhysicsComponent::CollisionShape::SPHERE);
collisionShapeComboBox.AddItem("Capsule", RigidBodyPhysicsComponent::CollisionShape::CAPSULE);
collisionShapeComboBox.AddItem("Cylinder", RigidBodyPhysicsComponent::CollisionShape::CYLINDER);
collisionShapeComboBox.AddItem("Convex Hull", RigidBodyPhysicsComponent::CollisionShape::CONVEX_HULL);
collisionShapeComboBox.AddItem("Triangle Mesh", RigidBodyPhysicsComponent::CollisionShape::TRIANGLE_MESH);
collisionShapeComboBox.OnSelect([&](wi::gui::EventArgs args)
{
if (entity == INVALID_ENTITY)
return;
Scene& scene = editor->GetCurrentScene();
RigidBodyPhysicsComponent* physicscomponent = scene.rigidbodies.GetComponent(entity);
if (physicscomponent == nullptr)
return;
XSlider.SetEnabled(false);
YSlider.SetEnabled(false);
ZSlider.SetEnabled(false);
XSlider.SetText("-");
YSlider.SetText("-");
ZSlider.SetText("-");
RigidBodyPhysicsComponent::CollisionShape shape = (RigidBodyPhysicsComponent::CollisionShape)args.userdata;
if (physicscomponent->shape != shape)
{
physicscomponent->physicsobject = nullptr;
physicscomponent->shape = shape;
}
switch (shape)
{
case RigidBodyPhysicsComponent::CollisionShape::BOX:
XSlider.SetEnabled(true);
YSlider.SetEnabled(true);
ZSlider.SetEnabled(true);
XSlider.SetText("Width");
YSlider.SetText("Height");
ZSlider.SetText("Depth");
XSlider.SetValue(physicscomponent->box.halfextents.x);
YSlider.SetValue(physicscomponent->box.halfextents.y);
ZSlider.SetValue(physicscomponent->box.halfextents.z);
break;
case RigidBodyPhysicsComponent::CollisionShape::SPHERE:
XSlider.SetEnabled(true);
XSlider.SetText("Radius");
YSlider.SetText("-");
ZSlider.SetText("-");
XSlider.SetValue(physicscomponent->sphere.radius);
break;
case RigidBodyPhysicsComponent::CollisionShape::CAPSULE:
case RigidBodyPhysicsComponent::CollisionShape::CYLINDER:
XSlider.SetEnabled(true);
YSlider.SetEnabled(true);
XSlider.SetText("Height");
YSlider.SetText("Radius");
ZSlider.SetText("-");
XSlider.SetValue(physicscomponent->capsule.height);
YSlider.SetValue(physicscomponent->capsule.radius);
break;
case RigidBodyPhysicsComponent::CollisionShape::CONVEX_HULL:
case RigidBodyPhysicsComponent::CollisionShape::TRIANGLE_MESH:
default:
break;
}
});
collisionShapeComboBox.SetSelected(0);
collisionShapeComboBox.SetEnabled(true);
collisionShapeComboBox.SetTooltip("Set rigid body collision shape.");
AddWidget(&collisionShapeComboBox);
XSlider.Create(0, 10, 1, 100000, "X: ");
XSlider.SetSize(XMFLOAT2(wid, hei));
XSlider.SetPos(XMFLOAT2(x, y += step));
XSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
switch (physicscomponent->shape)
{
default:
case RigidBodyPhysicsComponent::CollisionShape::BOX:
physicscomponent->box.halfextents.x = args.fValue;
break;
case RigidBodyPhysicsComponent::CollisionShape::SPHERE:
physicscomponent->sphere.radius = args.fValue;
break;
case RigidBodyPhysicsComponent::CollisionShape::CAPSULE:
case RigidBodyPhysicsComponent::CollisionShape::CYLINDER:
physicscomponent->capsule.height = args.fValue;
break;
}
physicscomponent->physicsobject = nullptr;
}
});
AddWidget(&XSlider);
YSlider.Create(0, 10, 1, 100000, "Y: ");
YSlider.SetSize(XMFLOAT2(wid, hei));
YSlider.SetPos(XMFLOAT2(x, y += step));
YSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
switch (physicscomponent->shape)
{
default:
case RigidBodyPhysicsComponent::CollisionShape::BOX:
physicscomponent->box.halfextents.y = args.fValue;
break;
case RigidBodyPhysicsComponent::CollisionShape::CAPSULE:
case RigidBodyPhysicsComponent::CollisionShape::CYLINDER:
physicscomponent->capsule.radius = args.fValue;
break;
}
physicscomponent->physicsobject = nullptr;
}
});
AddWidget(&YSlider);
ZSlider.Create(0, 10, 1, 100000, "Z: ");
ZSlider.SetSize(XMFLOAT2(wid, hei));
ZSlider.SetPos(XMFLOAT2(x, y += step));
ZSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
switch (physicscomponent->shape)
{
default:
case RigidBodyPhysicsComponent::CollisionShape::BOX:
case RigidBodyPhysicsComponent::CollisionShape::CYLINDER:
physicscomponent->box.halfextents.z = args.fValue;
break;
}
physicscomponent->physicsobject = nullptr;
}
});
AddWidget(&ZSlider);
XSlider.SetText("Width");
YSlider.SetText("Height");
ZSlider.SetText("Depth");
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 += step));
massSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->mass = args.fValue;
physicscomponent->physicsobject = {};
}
});
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) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
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) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->restitution = args.fValue;
}
});
AddWidget(&restitutionSlider);
lineardampingSlider.Create(0, 1, 0, 100000, "Linear Damping: ");
lineardampingSlider.SetTooltip("Set the linear damping amount for the physics engine.");
lineardampingSlider.SetSize(XMFLOAT2(wid, hei));
lineardampingSlider.SetPos(XMFLOAT2(x, y += step));
lineardampingSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->damping_linear = args.fValue;
physicscomponent->physicsobject = {};
}
});
AddWidget(&lineardampingSlider);
angulardampingSlider.Create(0, 1, 0, 100000, "Angular Damping: ");
angulardampingSlider.SetTooltip("Set the angular damping amount for the physics engine.");
angulardampingSlider.SetSize(XMFLOAT2(wid, hei));
angulardampingSlider.SetPos(XMFLOAT2(x, y += step));
angulardampingSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->damping_angular = args.fValue;
physicscomponent->physicsobject = {};
}
});
AddWidget(&angulardampingSlider);
physicsMeshLODSlider.Create(0, 6, 0, 6, "Use Mesh LOD: ");
physicsMeshLODSlider.SetTooltip("Specify which LOD to use for triangle mesh physics.");
physicsMeshLODSlider.SetSize(XMFLOAT2(wid, hei));
physicsMeshLODSlider.SetPos(XMFLOAT2(x, y += step));
physicsMeshLODSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
if (physicscomponent->mesh_lod != uint32_t(args.iValue))
{
physicscomponent->physicsobject = nullptr; // will be recreated automatically
physicscomponent->mesh_lod = uint32_t(args.iValue);
}
physicscomponent->mesh_lod = uint32_t(args.iValue);
physicscomponent->physicsobject = {};
}
});
AddWidget(&physicsMeshLODSlider);
kinematicCheckBox.Create("Kinematic: ");
kinematicCheckBox.SetTooltip("Toggle kinematic behaviour.");
kinematicCheckBox.SetSize(XMFLOAT2(hei, hei));
kinematicCheckBox.SetPos(XMFLOAT2(x, y += step));
kinematicCheckBox.SetCheck(false);
kinematicCheckBox.OnClick([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->SetKinematic(args.bValue);
physicscomponent->physicsobject = {};
}
});
AddWidget(&kinematicCheckBox);
disabledeactivationCheckBox.Create("Disable Deactivation: ");
disabledeactivationCheckBox.SetTooltip("Toggle kinematic behaviour.");
disabledeactivationCheckBox.SetSize(XMFLOAT2(hei, hei));
disabledeactivationCheckBox.SetPos(XMFLOAT2(x, y += step));
disabledeactivationCheckBox.SetCheck(false);
disabledeactivationCheckBox.OnClick([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->SetDisableDeactivation(args.bValue);
physicscomponent->physicsobject = {};
}
});
AddWidget(&disabledeactivationCheckBox);
offsetXSlider.Create(-10, 10, 0, 100000, "Local Offset X: ");
offsetXSlider.SetTooltip("Set a local offset relative to the object transform");
offsetXSlider.SetSize(XMFLOAT2(wid, hei));
offsetXSlider.SetPos(XMFLOAT2(x, y += step));
offsetXSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->local_offset.x = args.fValue;
physicscomponent->physicsobject = {};
}
});
AddWidget(&offsetXSlider);
offsetYSlider.Create(-10, 10, 0, 100000, "Local Offset Y: ");
offsetYSlider.SetTooltip("Set a local offset relative to the object transform");
offsetYSlider.SetSize(XMFLOAT2(wid, hei));
offsetYSlider.SetPos(XMFLOAT2(x, y += step));
offsetYSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->local_offset.y = args.fValue;
physicscomponent->physicsobject = {};
}
});
AddWidget(&offsetYSlider);
offsetZSlider.Create(-10, 10, 0, 100000, "Local Offset Z: ");
offsetZSlider.SetTooltip("Set a local offset relative to the object transform");
offsetZSlider.SetSize(XMFLOAT2(wid, hei));
offsetZSlider.SetPos(XMFLOAT2(x, y += step));
offsetZSlider.OnSlide([&](wi::gui::EventArgs args) {
RigidBodyPhysicsComponent* physicscomponent = editor->GetCurrentScene().rigidbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->local_offset.z = args.fValue;
physicscomponent->physicsobject = {};
}
});
AddWidget(&offsetZSlider);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void RigidBodyWindow::SetEntity(Entity entity)
{
Scene& scene = editor->GetCurrentScene();
const RigidBodyPhysicsComponent* physicsComponent = scene.rigidbodies.GetComponent(entity);
if (physicsComponent != nullptr)
{
if (this->entity == entity)
return;
this->entity = entity;
massSlider.SetValue(physicsComponent->mass);
frictionSlider.SetValue(physicsComponent->friction);
restitutionSlider.SetValue(physicsComponent->restitution);
lineardampingSlider.SetValue(physicsComponent->damping_linear);
angulardampingSlider.SetValue(physicsComponent->damping_angular);
physicsMeshLODSlider.SetValue(float(physicsComponent->mesh_lod));
offsetXSlider.SetValue(physicsComponent->local_offset.x);
offsetYSlider.SetValue(physicsComponent->local_offset.y);
offsetZSlider.SetValue(physicsComponent->local_offset.z);
kinematicCheckBox.SetCheck(physicsComponent->IsKinematic());
disabledeactivationCheckBox.SetCheck(physicsComponent->IsDisableDeactivation());
collisionShapeComboBox.SetSelectedByUserdata((uint64_t)physicsComponent->shape);
}
else
{
this->entity = INVALID_ENTITY;
}
}
void RigidBodyWindow::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(collisionShapeComboBox);
add(XSlider);
add(YSlider);
add(ZSlider);
add(massSlider);
add(frictionSlider);
add(restitutionSlider);
add(lineardampingSlider);
add(angulardampingSlider);
add(physicsMeshLODSlider);
add(offsetXSlider);
add(offsetYSlider);
add(offsetZSlider);
add_right(disabledeactivationCheckBox);
add_right(kinematicCheckBox);
}