282b81c3d9
* forAll -> forEach * replace default reference captures with more specific ones * fix missing calls in fixXYZ/forEachSelectedWithRefresh
201 lines
5.7 KiB
C++
201 lines
5.7 KiB
C++
#include "stdafx.h"
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#include "ColliderWindow.h"
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using namespace wi::ecs;
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using namespace wi::scene;
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void ColliderWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_COLLIDER " Collider", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
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SetSize(XMFLOAT2(670, 340));
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closeButton.SetTooltip("Delete ColliderComponent");
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OnClose([=](wi::gui::EventArgs args) {
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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editor->GetCurrentScene().colliders.Remove(entity);
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editor->RecordEntity(archive, entity);
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editor->componentsWnd.RefreshEntityTree();
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});
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float x = 60;
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float y = 4;
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float hei = 20;
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float step = hei + 2;
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float wid = 220;
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infoLabel.Create("");
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infoLabel.SetText("Colliders are used for simple fake physics, without using the physics engine. They are only used in specific CPU/GPU systems.");
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infoLabel.SetFitTextEnabled(true);
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AddWidget(&infoLabel);
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auto forEachSelectedCollider = [this](auto func) {
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return [this, func](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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ColliderComponent* collider = scene.colliders.GetComponent(x.entity);
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if (collider == nullptr)
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continue;
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func(collider, args);
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}
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};
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};
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cpuCheckBox.Create("CPU: ");
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cpuCheckBox.SetTooltip("Enable for use on the CPU. CPU usage includes: springs.");
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cpuCheckBox.SetSize(XMFLOAT2(hei, hei));
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cpuCheckBox.OnClick(forEachSelectedCollider([](auto collider, auto args) {
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collider->SetCPUEnabled(args.bValue);
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}));
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AddWidget(&cpuCheckBox);
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gpuCheckBox.Create("GPU: ");
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gpuCheckBox.SetTooltip("Enable for use on the GPU. GPU usage includes: emitter and hair particle systems.\nNote that GPU can support only a limited amount of colliders.");
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gpuCheckBox.SetSize(XMFLOAT2(hei, hei));
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gpuCheckBox.OnClick(forEachSelectedCollider([](auto collider, auto args) {
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collider->SetGPUEnabled(args.bValue);
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}));
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AddWidget(&gpuCheckBox);
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shapeCombo.Create("Shape: ");
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shapeCombo.SetSize(XMFLOAT2(wid, hei));
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shapeCombo.SetPos(XMFLOAT2(x, y));
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shapeCombo.AddItem("Sphere", (uint64_t)ColliderComponent::Shape::Sphere);
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shapeCombo.AddItem("Capsule", (uint64_t)ColliderComponent::Shape::Capsule);
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shapeCombo.AddItem("Plane", (uint64_t)ColliderComponent::Shape::Plane);
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shapeCombo.OnSelect(forEachSelectedCollider([](auto collider, auto args) {
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collider->shape = (ColliderComponent::Shape)args.userdata;
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}));
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AddWidget(&shapeCombo);
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radiusSlider.Create(0, 10, 0, 100000, "Radius: ");
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radiusSlider.SetSize(XMFLOAT2(wid, hei));
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radiusSlider.SetPos(XMFLOAT2(x, y += step));
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radiusSlider.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->radius = args.fValue;
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}));
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AddWidget(&radiusSlider);
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y += step;
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offsetX.Create(-10, 10, 0, 10000, "Offset X: ");
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offsetX.SetSize(XMFLOAT2(wid, hei));
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offsetX.SetPos(XMFLOAT2(x, y += step));
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offsetX.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->offset.x = args.fValue;
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}));
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AddWidget(&offsetX);
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offsetY.Create(-10, 10, 0, 10000, "Offset Y: ");
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offsetY.SetSize(XMFLOAT2(wid, hei));
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offsetY.SetPos(XMFLOAT2(x, y += step));
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offsetY.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->offset.y = args.fValue;
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}));
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AddWidget(&offsetY);
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offsetZ.Create(-10, 10, 0, 10000, "Offset Z: ");
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offsetZ.SetSize(XMFLOAT2(wid, hei));
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offsetZ.SetPos(XMFLOAT2(x, y += step));
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offsetZ.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->offset.z = args.fValue;
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}));
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AddWidget(&offsetZ);
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y += step;
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tailX.Create(-10, 10, 0, 10000, "Tail X: ");
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tailX.SetSize(XMFLOAT2(wid, hei));
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tailX.SetPos(XMFLOAT2(x, y += step));
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tailX.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->tail.x = args.fValue;
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}));
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AddWidget(&tailX);
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tailY.Create(-10, 10, 0, 10000, "Tail Y: ");
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tailY.SetSize(XMFLOAT2(wid, hei));
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tailY.SetPos(XMFLOAT2(x, y += step));
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tailY.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->tail.y = args.fValue;
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}));
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AddWidget(&tailY);
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tailZ.Create(-10, 10, 0, 10000, "Tail Z: ");
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tailZ.SetSize(XMFLOAT2(wid, hei));
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tailZ.SetPos(XMFLOAT2(x, y += step));
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tailZ.OnSlide(forEachSelectedCollider([](auto collider, auto args) {
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collider->tail.z = args.fValue;
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}));
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AddWidget(&tailZ);
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SetMinimized(true);
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void ColliderWindow::SetEntity(Entity entity)
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{
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Scene& scene = editor->GetCurrentScene();
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const ColliderComponent* collider = scene.colliders.GetComponent(entity);
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if (collider != nullptr)
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{
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if (this->entity == entity)
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return;
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this->entity = entity;
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cpuCheckBox.SetCheck(collider->IsCPUEnabled());
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gpuCheckBox.SetCheck(collider->IsGPUEnabled());
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shapeCombo.SetSelectedByUserdataWithoutCallback((uint64_t)collider->shape);
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radiusSlider.SetValue(collider->radius);
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offsetX.SetValue(collider->offset.x);
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offsetY.SetValue(collider->offset.y);
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offsetZ.SetValue(collider->offset.z);
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tailX.SetValue(collider->tail.x);
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tailY.SetValue(collider->tail.y);
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tailZ.SetValue(collider->tail.z);
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}
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else
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{
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this->entity = INVALID_ENTITY;
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}
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}
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void ColliderWindow::ResizeLayout()
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{
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wi::gui::Window::ResizeLayout();
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layout.margin_left = 80;
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layout.add_fullwidth(infoLabel);
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layout.add_right(cpuCheckBox);
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gpuCheckBox.SetPos(XMFLOAT2(cpuCheckBox.GetPos().x - 100, cpuCheckBox.GetPos().y));
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layout.add(shapeCombo);
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layout.add(radiusSlider);
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layout.jump();
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layout.add(offsetX);
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layout.add(offsetY);
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layout.add(offsetZ);
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layout.jump();
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layout.add(tailX);
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layout.add(tailY);
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layout.add(tailZ);
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}
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