282b81c3d9
* forAll -> forEach * replace default reference captures with more specific ones * fix missing calls in fixXYZ/forEachSelectedWithRefresh
169 lines
5.7 KiB
C++
169 lines
5.7 KiB
C++
#include "stdafx.h"
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#include "SoftBodyWindow.h"
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using namespace wi::ecs;
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using namespace wi::scene;
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void SoftBodyWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_SOFTBODY " Soft Body Physics", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
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SetSize(XMFLOAT2(580, 320));
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closeButton.SetTooltip("Delete SoftBodyPhysicsComponent");
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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().softbodies.Remove(entity);
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MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
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if (mesh != nullptr && mesh->armatureID == INVALID_ENTITY)
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{
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// When removing soft body, and mesh also doesn't have an armature,
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// then remove the bone vertex buffers
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mesh->vertex_boneindices.clear();
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mesh->vertex_boneweights.clear();
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mesh->vertex_boneindices2.clear();
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mesh->vertex_boneweights2.clear();
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mesh->CreateRenderData();
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}
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editor->RecordEntity(archive, entity);
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editor->componentsWnd.RefreshEntityTree();
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});
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infoLabel.Create("");
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infoLabel.SetText("Soft body physics must be used together with a MeshComponent, otherwise it will have no effect.\nYou can use the Paint Tool to pin or soften soft body vertices.");
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infoLabel.SetFitTextEnabled(true);
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AddWidget(&infoLabel);
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auto forEachSelected = [this] (auto func) {
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return [this, func] (auto 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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SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(x.entity);
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if (physicscomponent == nullptr)
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{
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// Try also getting it through object's mesh:
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ObjectComponent* object = scene.objects.GetComponent(x.entity);
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if (object != nullptr)
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{
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physicscomponent = scene.softbodies.GetComponent(object->meshID);
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}
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}
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if (physicscomponent != nullptr)
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{
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func(physicscomponent, args);
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}
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}
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};
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};
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resetButton.Create("Reset");
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resetButton.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
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resetButton.OnClick(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->Reset();
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}));
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AddWidget(&resetButton);
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detailSlider.Create(0.001f, 1, 1, 1000, "LOD Detail: ");
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detailSlider.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
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detailSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->SetDetail(args.fValue);
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}));
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AddWidget(&detailSlider);
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massSlider.Create(0, 100, 1, 100000, "Mass: ");
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massSlider.SetTooltip("Set the mass amount for the physics engine.");
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massSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->physicsobject = {};
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physicscomponent->mass = args.fValue;
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}));
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AddWidget(&massSlider);
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frictionSlider.Create(0, 1, 0.5f, 100000, "Friction: ");
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frictionSlider.SetTooltip("Set the friction amount for the physics engine.");
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frictionSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->friction = args.fValue;
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}));
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AddWidget(&frictionSlider);
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restitutionSlider.Create(0, 1, 0, 100000, "Restitution: ");
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restitutionSlider.SetTooltip("Set the restitution amount for the physics engine.");
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restitutionSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->restitution = args.fValue;
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}));
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AddWidget(&restitutionSlider);
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pressureSlider.Create(0, 100000, 0, 100000, "Pressure: ");
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pressureSlider.SetTooltip("Set the pressure amount for the physics engine.");
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pressureSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->pressure = args.fValue;
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physicscomponent->physicsobject = {};
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}));
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AddWidget(&pressureSlider);
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vertexRadiusSlider.Create(0, 1, 0, 100000, "Vertex Radius: ");
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vertexRadiusSlider.SetTooltip("Set how much distance vertices should keep from other physics bodies.");
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vertexRadiusSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->physicsobject = {};
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physicscomponent->vertex_radius = args.fValue;
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}));
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AddWidget(&vertexRadiusSlider);
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windCheckbox.Create("Wind: ");
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windCheckbox.SetTooltip("Enable/disable wind force on this soft body.");
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windCheckbox.OnClick(forEachSelected([] (auto physicscomponent, auto args) {
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physicscomponent->SetWindEnabled(args.bValue);
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}));
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AddWidget(&windCheckbox);
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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 SoftBodyWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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Scene& scene = editor->GetCurrentScene();
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const SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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detailSlider.SetValue(physicscomponent->detail);
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massSlider.SetValue(physicscomponent->mass);
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frictionSlider.SetValue(physicscomponent->friction);
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restitutionSlider.SetValue(physicscomponent->restitution);
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pressureSlider.SetValue(physicscomponent->pressure);
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vertexRadiusSlider.SetValue(physicscomponent->vertex_radius);
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windCheckbox.SetCheck(physicscomponent->IsWindEnabled());
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}
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}
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void SoftBodyWindow::ResizeLayout()
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{
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wi::gui::Window::ResizeLayout();
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layout.margin_left = 120;
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layout.add_fullwidth(infoLabel);
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layout.add_fullwidth(resetButton);
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layout.add(detailSlider);
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layout.add(massSlider);
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layout.add(frictionSlider);
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layout.add(restitutionSlider);
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layout.add(pressureSlider);
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layout.add(vertexRadiusSlider);
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layout.add_right(windCheckbox);
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}
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