Files
WickedEngine/Editor/IKWindow.cpp
T
Turánszki János f1ced24f05 Multi swapchain support (#257)
* multi swapchain draft

* uwp fix

* swapchain resize handling

* swapchain buffercount

* vsync toggle

* tests fix

* update

* everything removed from graphicsdevice regarding global screen params, engine refactor

* added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain

* linux fix: vulkan device needs window handle for instance creation

* refactor

* removed unused includes

* shader refactor and lensflare fix

* swapchain clearcolor and other refactors

* vulkan: no vector allocation in submit

* tests fix

* refactors

* lens flare canvas size fix

* gui refactor for canvas support

* refactors

* removed global canvas state

* msaa fix

* fixes

* refactor to minimize interface changes

* gui changes

* checkbox fix

* gui fixes

* fixes

* input system will accept window handle

* editor fixes

* refactor and removed resolution related system events

* small editor update

* refactor: renderpath inherits from canvas

* fixed tests duh

* image refactor

* image fix

* removed every using namespace std

* pushconstant fix

* editor: object picking only when necessary

* removed include

* dx12: copy fence waiting performed on CPU

* dx12 copyallocator update

* vulkan: copy allocator with timeline semaphores

* missing include

* dx12 copy allocator update

* refactor

* editor update

* vulkan copy allocator fix

* dx12 update

* vulkan, dx12 fixes

* version bump

* vsync event helper

* documentation update

* updated vulkan, dx12, dxc
2021-04-22 11:36:22 +02:00

138 lines
3.9 KiB
C++

#include "stdafx.h"
#include "IKWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void IKWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Inverse Kinematics (IK) Window");
SetSize(XMFLOAT2(400, 150));
float x = 120;
float y = 10;
float siz = 200;
float hei = 18;
float step = hei + 2;
createButton.Create("Create");
createButton.SetTooltip("Create/Remove IK Component to selected entity");
createButton.SetPos(XMFLOAT2(x, y += step));
createButton.SetSize(XMFLOAT2(siz, hei));
AddWidget(&createButton);
targetCombo.Create("Target: ");
targetCombo.SetSize(XMFLOAT2(siz, hei));
targetCombo.SetPos(XMFLOAT2(x, y += step));
targetCombo.SetEnabled(false);
targetCombo.OnSelect([&](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
InverseKinematicsComponent* ik = scene.inverse_kinematics.GetComponent(entity);
if (ik != nullptr)
{
if (args.iValue == 0)
{
ik->target = INVALID_ENTITY;
}
else
{
ik->target = scene.transforms.GetEntity(args.iValue - 1);
}
}
});
targetCombo.SetTooltip("Choose a target entity (with transform) that the IK will follow");
AddWidget(&targetCombo);
disabledCheckBox.Create("Disabled: ");
disabledCheckBox.SetTooltip("Disable simulation.");
disabledCheckBox.SetPos(XMFLOAT2(x, y += step));
disabledCheckBox.SetSize(XMFLOAT2(hei, hei));
disabledCheckBox.OnClick([=](wiEventArgs args) {
wiScene::GetScene().inverse_kinematics.GetComponent(entity)->SetDisabled(args.bValue);
});
AddWidget(&disabledCheckBox);
chainLengthSlider.Create(0, 10, 0, 10, "Chain Length: ");
chainLengthSlider.SetTooltip("How far the hierarchy chain is simulated backwards from this entity");
chainLengthSlider.SetPos(XMFLOAT2(x, y += step));
chainLengthSlider.SetSize(XMFLOAT2(siz, hei));
chainLengthSlider.OnSlide([&](wiEventArgs args) {
wiScene::GetScene().inverse_kinematics.GetComponent(entity)->chain_length = args.iValue;
});
AddWidget(&chainLengthSlider);
iterationCountSlider.Create(0, 10, 1, 10, "Iteration Count: ");
iterationCountSlider.SetTooltip("How many iterations to compute the inverse kinematics for. Higher values are slower but more accurate.");
iterationCountSlider.SetPos(XMFLOAT2(x, y += step));
iterationCountSlider.SetSize(XMFLOAT2(siz, hei));
iterationCountSlider.OnSlide([&](wiEventArgs args) {
wiScene::GetScene().inverse_kinematics.GetComponent(entity)->iteration_count = args.iValue;
});
AddWidget(&iterationCountSlider);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 740, 150, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void IKWindow::SetEntity(Entity entity)
{
this->entity = entity;
Scene& scene = wiScene::GetScene();
const InverseKinematicsComponent* ik = scene.inverse_kinematics.GetComponent(entity);
if (ik != nullptr)
{
SetEnabled(true);
disabledCheckBox.SetCheck(ik->IsDisabled());
chainLengthSlider.SetValue((float)ik->chain_length);
iterationCountSlider.SetValue((float)ik->iteration_count);
targetCombo.ClearItems();
targetCombo.AddItem("NO TARGET");
for (size_t i = 0; i < scene.transforms.GetCount(); ++i)
{
Entity entity = scene.transforms.GetEntity(i);
const NameComponent* name = scene.names.GetComponent(entity);
targetCombo.AddItem(name == nullptr ? std::to_string(entity) : name->name);
if (ik->target == entity)
{
targetCombo.SetSelected((int)i + 1);
}
}
}
else
{
SetEnabled(false);
}
const TransformComponent* transform = wiScene::GetScene().transforms.GetComponent(entity);
if (transform != nullptr)
{
createButton.SetEnabled(true);
if (ik == nullptr)
{
createButton.SetText("Create");
createButton.OnClick([=](wiEventArgs args) {
wiScene::GetScene().inverse_kinematics.Create(entity).chain_length = 1;
SetEntity(entity);
});
}
else
{
createButton.SetText("Remove");
createButton.OnClick([=](wiEventArgs args) {
wiScene::GetScene().inverse_kinematics.Remove_KeepSorted(entity);
SetEntity(entity);
});
}
}
}