Files
WickedEngine/Editor/SoftBodyWindow.cpp
T
Dennis Brakhane 282b81c3d9 replace default reference captures, fix missing calls (#1153)
* forAll -> forEach

* replace default reference captures with more specific ones

* fix missing calls in fixXYZ/forEachSelectedWithRefresh
2025-07-08 17:08:59 +02:00

169 lines
5.7 KiB
C++

#include "stdafx.h"
#include "SoftBodyWindow.h"
using namespace wi::ecs;
using namespace wi::scene;
void SoftBodyWindow::Create(EditorComponent* _editor)
{
editor = _editor;
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);
SetSize(XMFLOAT2(580, 320));
closeButton.SetTooltip("Delete SoftBodyPhysicsComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().softbodies.Remove(entity);
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr && mesh->armatureID == INVALID_ENTITY)
{
// When removing soft body, and mesh also doesn't have an armature,
// then remove the bone vertex buffers
mesh->vertex_boneindices.clear();
mesh->vertex_boneweights.clear();
mesh->vertex_boneindices2.clear();
mesh->vertex_boneweights2.clear();
mesh->CreateRenderData();
}
editor->RecordEntity(archive, entity);
editor->componentsWnd.RefreshEntityTree();
});
infoLabel.Create("");
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.");
infoLabel.SetFitTextEnabled(true);
AddWidget(&infoLabel);
auto forEachSelected = [this] (auto func) {
return [this, func] (auto args) {
wi::scene::Scene& scene = editor->GetCurrentScene();
for (auto& x : editor->translator.selected)
{
SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(x.entity);
if (physicscomponent == nullptr)
{
// Try also getting it through object's mesh:
ObjectComponent* object = scene.objects.GetComponent(x.entity);
if (object != nullptr)
{
physicscomponent = scene.softbodies.GetComponent(object->meshID);
}
}
if (physicscomponent != nullptr)
{
func(physicscomponent, args);
}
}
};
};
resetButton.Create("Reset");
resetButton.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
resetButton.OnClick(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->Reset();
}));
AddWidget(&resetButton);
detailSlider.Create(0.001f, 1, 1, 1000, "LOD Detail: ");
detailSlider.SetTooltip("Set the detail to keep between simulation and graphics mesh.\nLower = less detailed, higher = more detailed.");
detailSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->SetDetail(args.fValue);
}));
AddWidget(&detailSlider);
massSlider.Create(0, 100, 1, 100000, "Mass: ");
massSlider.SetTooltip("Set the mass amount for the physics engine.");
massSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->physicsobject = {};
physicscomponent->mass = args.fValue;
}));
AddWidget(&massSlider);
frictionSlider.Create(0, 1, 0.5f, 100000, "Friction: ");
frictionSlider.SetTooltip("Set the friction amount for the physics engine.");
frictionSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->friction = args.fValue;
}));
AddWidget(&frictionSlider);
restitutionSlider.Create(0, 1, 0, 100000, "Restitution: ");
restitutionSlider.SetTooltip("Set the restitution amount for the physics engine.");
restitutionSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->restitution = args.fValue;
}));
AddWidget(&restitutionSlider);
pressureSlider.Create(0, 100000, 0, 100000, "Pressure: ");
pressureSlider.SetTooltip("Set the pressure amount for the physics engine.");
pressureSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->pressure = args.fValue;
physicscomponent->physicsobject = {};
}));
AddWidget(&pressureSlider);
vertexRadiusSlider.Create(0, 1, 0, 100000, "Vertex Radius: ");
vertexRadiusSlider.SetTooltip("Set how much distance vertices should keep from other physics bodies.");
vertexRadiusSlider.OnSlide(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->physicsobject = {};
physicscomponent->vertex_radius = args.fValue;
}));
AddWidget(&vertexRadiusSlider);
windCheckbox.Create("Wind: ");
windCheckbox.SetTooltip("Enable/disable wind force on this soft body.");
windCheckbox.OnClick(forEachSelected([] (auto physicscomponent, auto args) {
physicscomponent->SetWindEnabled(args.bValue);
}));
AddWidget(&windCheckbox);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void SoftBodyWindow::SetEntity(Entity entity)
{
this->entity = entity;
Scene& scene = editor->GetCurrentScene();
const SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
detailSlider.SetValue(physicscomponent->detail);
massSlider.SetValue(physicscomponent->mass);
frictionSlider.SetValue(physicscomponent->friction);
restitutionSlider.SetValue(physicscomponent->restitution);
pressureSlider.SetValue(physicscomponent->pressure);
vertexRadiusSlider.SetValue(physicscomponent->vertex_radius);
windCheckbox.SetCheck(physicscomponent->IsWindEnabled());
}
}
void SoftBodyWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
layout.margin_left = 120;
layout.add_fullwidth(infoLabel);
layout.add_fullwidth(resetButton);
layout.add(detailSlider);
layout.add(massSlider);
layout.add(frictionSlider);
layout.add(restitutionSlider);
layout.add(pressureSlider);
layout.add(vertexRadiusSlider);
layout.add_right(windCheckbox);
}