Added SHRawAnimInspector
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62fa2ba41a
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3a14f0a887
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@ -22,6 +22,7 @@ namespace SHADE
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SHRawAnimation::SHRawAnimation(const SHAnimAsset& asset)
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: ticksPerSecond { static_cast<int>(asset.ticksPerSecond) }
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, totalTime { static_cast<float>(asset.duration) / static_cast<int>(asset.ticksPerSecond) }
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, totalFrames { static_cast<int>(asset.duration) }
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{
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// Populate keyframes
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for (const auto& channel : asset.nodeChannels)
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@ -67,6 +67,7 @@ namespace SHADE
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const std::vector<Channel>& GetChannels() const noexcept { return channels; }
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int GetTicksPerSecond() const noexcept { return ticksPerSecond; }
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float GetTotalTime() const noexcept { return totalTime; }
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int GetTotalFrames() const noexcept { return totalFrames; }
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private:
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/*---------------------------------------------------------------------------------*/
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@ -75,6 +76,7 @@ namespace SHADE
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std::vector<Channel> channels;
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int ticksPerSecond;
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float totalTime;
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int totalFrames;
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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@ -3,7 +3,7 @@
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Mar 1, 2023
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\brief Contains the definition of SHAnimationControllerEditor's functions.
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\brief Contains the definition of SHAnimationControllerEditor's functions.
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Copyright (C) 2023 DigiPen Institute of Technology.
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@ -12,6 +12,7 @@ of DigiPen Institute of Technology is prohibited.
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#pragma once
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// STL Includes
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#include <vector>
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// Project Includes
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#include "Resource/SHHandle.h"
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#include "Editor/EditorWindow/SHEditorWindow.h"
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@ -19,6 +20,9 @@ of DigiPen Institute of Technology is prohibited.
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namespace SHADE
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{
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/// <summary>
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/// Editor for modifying the Animation Controller state machine.
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/// </summary>
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class SHAnimationControllerEditor final : public SHEditorWindow
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{
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public:
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@ -36,10 +40,35 @@ namespace SHADE
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void Exit() override;
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private:
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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/*---------------------------------------------------------------------------------*/
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union NodeAttributeIndex
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{
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int16_t Raw;
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struct
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{
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uint8_t OwnerNodeIndex;
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uint8_t AttributeIndex;
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};
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};
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union NodeLinkIndex
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{
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int32_t Raw;
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struct
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{
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NodeAttributeIndex SourceAttribute;
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NodeAttributeIndex DestinationAttribute;
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};
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}; // What about same source and destination but different link?
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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SHAnimationController controller;
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std::vector<std::vector<NodeAttributeIndex>> inputNodesMap;
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std::vector<std::vector<NodeAttributeIndex>> outputNodesMap;
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std::vector<NodeLinkIndex> linkIndices; // Encodes details of the link in the node index
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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@ -23,6 +23,7 @@
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#include "Serialization/SHSerialization.h"
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#include <Editor/EditorWindow/HierarchyPanel/SHHierarchyPanel.h>
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#include "Serialization/Prefab/SHPrefabManager.h"
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#include "Editor/EditorWindow/RawAnimationInspector/SHRawAnimInspector.h"
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namespace SHADE
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{
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@ -371,14 +372,18 @@ namespace SHADE
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case AssetType::SHADER: break;
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case AssetType::SHADER_BUILT_IN: break;
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case AssetType::TEXTURE: break;
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case AssetType::MESH: break;
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case AssetType::MODEL:
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if (auto animInspector = SHEditorWindowManager::GetEditorWindow<SHRawAnimInspector>())
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{
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animInspector->Open(asset->id);
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}
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break;
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case AssetType::MESH: break;
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case AssetType::SCENE:
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{
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if(editor->LoadScene(asset->id))
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{
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editor->editorConfig->workingSceneID = asset->id;
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}
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}
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if (editor->LoadScene(asset->id))
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{
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editor->editorConfig->workingSceneID = asset->id;
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}
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break;
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case AssetType::PREFAB: break;
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case AssetType::MATERIAL:
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@ -0,0 +1,170 @@
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/************************************************************************************//*!
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\file SHRawAnimInspector.cpp
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Mar 1, 2023
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\brief Contains the definition of SHRawAnimInspector's functions.
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Copyright (C) 2023 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#include "SHpch.h"
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#include "SHRawAnimInspector.h"
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// STL Includes
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#include <format>
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// External Dependencies
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#include <imgui.h>
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#include <misc/cpp/imgui_stdlib.h>
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// Project Includes
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#include "Editor/IconsMaterialDesign.h"
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#include "Animation/SHAnimationClip.h"
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#include "Resource/SHResourceManager.h"
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#include "Editor/EditorWindow/SHEditorWindowManager.h"
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#include "Editor/SHEditorUI.h"
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namespace SHADE
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{
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/*-----------------------------------------------------------------------------------*/
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/* SHAnimClipCreatePrompt - Cosntructors/Destructors */
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/*-----------------------------------------------------------------------------------*/
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SHAnimClipCreatePrompt::SHAnimClipCreatePrompt()
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: SHPopUpWindow("Create Animation Clip", true, 0, 0) {}
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/*---------------------------------------------------------------------------------*/
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/* SHAnimClipCreatePrompt - Lifecycle Functions */
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/*---------------------------------------------------------------------------------*/
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void SHAnimClipCreatePrompt::Init(Handle<SHRawAnimation> rawAnim)
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{
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rawAnimation = rawAnim;
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// Set default parameters
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if (rawAnimation)
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{
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newAssetName.clear();
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firstIndex = 0;
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lastIndex = rawAnimation->GetTotalFrames();
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}
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}
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void SHAnimClipCreatePrompt::Draw()
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{
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if (Begin())
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{
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// Properties
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SHEditorUI::InputTextField("Name", newAssetName);
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SHEditorUI::PushID(0);
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SHEditorUI::InputSlider("First Frame Index", 0, rawAnimation->GetTotalFrames(), firstIndex);
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SHEditorUI::PopID();
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SHEditorUI::PushID(1);
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SHEditorUI::InputSlider("Last Frame Index", 0, rawAnimation->GetTotalFrames(), lastIndex);
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SHEditorUI::PopID();
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// Invalid values
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const bool INVALID_CONFIG = newAssetName.empty() || firstIndex > lastIndex || lastIndex < firstIndex;
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// Buttons
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ImGui::BeginDisabled(INVALID_CONFIG);
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{
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if (ImGui::Button("Save"))
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{
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// Generate new asset
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// Close
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isOpen = false;
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ImGui::CloseCurrentPopup();
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}
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}
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ImGui::EndDisabled();
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ImGui::SameLine();
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if (ImGui::Button("Cancel"))
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{
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// Close
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isOpen = false;
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndPopup();
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}
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}
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/*-----------------------------------------------------------------------------------*/
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/* Cosntructors/Destructors */
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/*-----------------------------------------------------------------------------------*/
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SHRawAnimInspector::SHRawAnimInspector()
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: SHEditorWindow("Animation Editor", ImGuiWindowFlags_MenuBar)
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{}
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/*-----------------------------------------------------------------------------------*/
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/* Lifecycle Functions */
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/*-----------------------------------------------------------------------------------*/
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void SHRawAnimInspector::Init()
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{
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SHEditorWindow::Init();
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SHEditorWindowManager::CreatePopupWindow<SHAnimClipCreatePrompt>();
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}
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void SHRawAnimInspector::Update()
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{
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SHEditorWindow::Update();
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// Draw
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if (Begin())
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{
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// Ignore if no asset
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if (currRawAnim)
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{
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drawMenuBar();
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// Button to add a new clip
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if (ImGui::Button(std::format("{} Add", ICON_MD_ADD).data()))
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{
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auto prompt = SHEditorWindowManager::GetPopupWindow<SHAnimClipCreatePrompt>();
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prompt->Init(currRawAnim);
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prompt->isOpen = true;
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}
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// Render all clips
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}
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}
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ImGui::End();
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}
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void SHRawAnimInspector::Exit()
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{
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SHEditorWindow::Exit();
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}
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/*-----------------------------------------------------------------------------------*/
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/* Usage Functions */
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/*-----------------------------------------------------------------------------------*/
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void SHRawAnimInspector::Open(AssetID assetId)
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{
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currRawAnim = SHResourceManager::LoadOrGet<SHRawAnimation>(assetId);
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}
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/*-----------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------------*/
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void SHRawAnimInspector::drawMenuBar()
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{
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::Button(std::format("{} Save", ICON_MD_SAVE).data()))
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{
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}
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const std::string& ASSET_NAME = SHResourceManager::GetAssetName<SHRawAnimation>(currRawAnim).value_or("Unnamed Asset");
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ImGui::Text(ASSET_NAME.c_str());
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ImGui::EndMenuBar();
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}
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}
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}
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@ -0,0 +1,86 @@
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/************************************************************************************//*!
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\file SHRawAnimInspector.h
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Mar 2, 2023
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\brief Contains the definition of SHRawAnimInspector.
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Copyright (C) 2023 DigiPen Institute of Technology.
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Reproduction or disclosure of this file or its contents without the prior written consent
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of DigiPen Institute of Technology is prohibited.
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*//*************************************************************************************/
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#pragma once
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// Project Includes
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#include "Assets/SHAssetMacros.h"
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#include "Editor/EditorWindow/SHEditorWindow.h"
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#include "Resource/SHHandle.h"
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#include "Animation/SHRawAnimation.h"
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#include "Editor/EditorWindow/SHPopUpWindow.h"
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namespace SHADE
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{
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/// <summary>
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/// Prompt for creating an animation clip. Init() must be called to pass in the correct
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/// SHRawAnimation that the created clip will use.
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/// </summary>
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class SHAnimClipCreatePrompt : public SHPopUpWindow
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{
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public:
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/*---------------------------------------------------------------------------------*/
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/* Constructors/Destructors */
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/*---------------------------------------------------------------------------------*/
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SHAnimClipCreatePrompt();
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/*---------------------------------------------------------------------------------*/
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/* Lifecycle Functions */
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/*---------------------------------------------------------------------------------*/
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void Init(Handle<SHRawAnimation> rawAnim);
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void Draw() override;
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private:
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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std::string newAssetName;
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int firstIndex;
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int lastIndex;
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Handle<SHRawAnimation> rawAnimation;
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};
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/// <summary>
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/// Editor for generating SHAnimationClips from a single SHRawAnimation object.
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/// </summary>
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class SHRawAnimInspector final : public SHEditorWindow
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{
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public:
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/*---------------------------------------------------------------------------------*/
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/* Constructors/Destructors */
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/*---------------------------------------------------------------------------------*/
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SHRawAnimInspector();
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~SHRawAnimInspector() = default;
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/*---------------------------------------------------------------------------------*/
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/* Lifecycle Functions */
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/*---------------------------------------------------------------------------------*/
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void Init() override;
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void Update() override;
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void Exit() override;
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/*---------------------------------------------------------------------------------*/
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/* Usage Functions */
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/*---------------------------------------------------------------------------------*/
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void Open(AssetID assetId);
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private:
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/*---------------------------------------------------------------------------------*/
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/* Data Members */
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/*---------------------------------------------------------------------------------*/
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Handle<SHRawAnimation> currRawAnim;
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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void drawMenuBar();
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};
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}
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@ -1,11 +1,12 @@
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#pragma once
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#include "MenuBar/SHEditorMenuBar.h" // Menu Bar
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#include "HierarchyPanel/SHHierarchyPanel.h" // Hierarchy Panel
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#include "Inspector/SHEditorInspector.h" // Inspector
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#include "Profiling/SHEditorProfiler.h" // Profiler
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#include "ViewportWindow/SHEditorViewport.h" // Editor Viewport
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#include "AssetBrowser/SHAssetBrowser.h" // Asset Browser
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#include "MaterialInspector/SHMaterialInspector.h" // Material Inspector
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#include "ColliderTagPanel/SHColliderTagPanel.h" // Collider Tag Panel
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#include "InputBindings/SHInputBindingsPanel.h" // Input Bindings
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#include "EditorWindow/Animation/SHAnimationControllerEditor.h" // Animation Controller Editor
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#include "MenuBar/SHEditorMenuBar.h" // Menu Bar
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#include "HierarchyPanel/SHHierarchyPanel.h" // Hierarchy Panel
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#include "Inspector/SHEditorInspector.h" // Inspector
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#include "Profiling/SHEditorProfiler.h" // Profiler
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#include "ViewportWindow/SHEditorViewport.h" // Editor Viewport
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#include "AssetBrowser/SHAssetBrowser.h" // Asset Browser
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#include "MaterialInspector/SHMaterialInspector.h" // Material Inspector
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#include "ColliderTagPanel/SHColliderTagPanel.h" // Collider Tag Panel
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#include "InputBindings/SHInputBindingsPanel.h" // Input Bindings
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#include "EditorWindow/Animation/SHAnimationControllerEditor.h" // Animation Controller Editor
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#include "EditorWindow/RawAnimationInspector/SHRawAnimInspector.h" // Raw Animation Inspector
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@ -118,6 +118,7 @@ namespace SHADE
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SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
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SHEditorWindowManager::CreateEditorWindow<SHAnimationControllerEditor>();
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SHEditorWindowManager::CreateEditorWindow<SHRawAnimInspector>();
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//Add popup windows
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SHEditorWindowManager::CreatePopupWindow<SHSceneSavePrompt>();
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