Fixed and Enhanced Input Binding Management #298
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@ -0,0 +1,67 @@
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#include "SHpch.h"
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#include "SHColliderTagPanel.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Physics/Collision/SHCollisionTagMatrix.h"
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#include "Editor/SHEditorWidgets.hpp"
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namespace SHADE
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{
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void SHColliderTagPanel::Update()
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{
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if (Begin())
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{
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ImGui::BeginTable("CollisionMtxTable", SHCollisionTag::NUM_LAYERS + 1, ImGuiTableRowFlags_Headers);
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ImGui::TableNextRow();
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ImGui::PushID("CollisionTagNames");
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for (int i = SHCollisionTag::NUM_LAYERS; i >= 0; --i)
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{
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ImGui::TableNextColumn();
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if(i == SHCollisionTag::NUM_LAYERS) continue;
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std::string const& tagName = SHCollisionTagMatrix::GetTagName(i);
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auto tag = SHCollisionTagMatrix::GetTag(i);
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if (!tag)
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continue;
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//ImGui::Text(tagName.data());
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ImGui::PushID(i);
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SHEditorWidgets::InputText("##", [i]{return SHCollisionTagMatrix::GetTagName(i);}, [i](std::string const& value){SHCollisionTagMatrix::GetTag(i)->SetName(value);}, tagName.data(), ImGuiInputTextFlags_EnterReturnsTrue);
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ImGui::PopID();
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}
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ImGui::PopID();
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for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i)
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{
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std::string tagName = SHCollisionTagMatrix::GetTagName(i);
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auto tag = SHCollisionTagMatrix::GetTag(i);
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if(!tag)
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continue;
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::Text(tagName.data());
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for (int j = (SHCollisionTag::NUM_LAYERS) - 1; j >= i; --j)
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{
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int idx = j;
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std::string tagName2 = SHCollisionTagMatrix::GetTagName(idx);
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auto tag2 = SHCollisionTagMatrix::GetTag(idx);
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if(!tag2)
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continue;
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if(tagName.empty())
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tagName = std::to_string(i);
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if(tagName2.empty())
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tagName2 = std::to_string(idx);
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ImGui::TableNextColumn();
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//if(i == idx)
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// continue;
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std::string label = std::format("##{} vs {}", tagName, tagName2);
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SHEditorWidgets::CheckBox(label, [tag, &idx]{return tag->GetLayerState(idx);}, [tag, i, idx](bool const& value){tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value);}, label.substr(2));
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}
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}
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ImGui::EndTable();
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}
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ImGui::End();
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}
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}
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@ -0,0 +1,19 @@
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#pragma once
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#include "Editor/EditorWindow/SHEditorWindow.h"
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#include <imgui.h>
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namespace SHADE
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{
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class SH_API SHColliderTagPanel final : public SHEditorWindow
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{
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public:
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SHColliderTagPanel():SHEditorWindow("Collider Tag Panel", ImGuiWindowFlags_MenuBar), isDirty(false){}
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//void Init();
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void Update() override;
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//void Exit();
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private:
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bool isDirty;
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};
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}
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@ -18,7 +18,7 @@
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#include "Physics/Interface/SHColliderComponent.h"
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#include "Reflection/SHReflectionMetadata.h"
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#include "Resource/SHResourceManager.h"
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#include "Physics/Collision/SHCollisionTagMatrix.h"
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namespace SHADE
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{
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template<typename T>
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@ -314,6 +314,12 @@ namespace SHADE
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if (!component)
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return;
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ImGui::PushID(SHFamilyID<SHComponent>::GetID<SHColliderComponent>());
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std::vector<const char*> collisionTagNames(SHCollisionTag::NUM_LAYERS);
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//Fetch tag names
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for(int i{}; i < SHCollisionTag::NUM_LAYERS; ++i)
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{
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collisionTagNames[i] = SHCollisionTagMatrix::GetTagName(i).c_str();
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}
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const auto componentType = rttr::type::get(*component);
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SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
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@ -332,7 +338,7 @@ namespace SHADE
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SHCollisionShape* collider = &component->GetCollisionShape(i);
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auto cursorPos = ImGui::GetCursorPos();
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//collider->IsTrigger
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if (collider->GetType() == SHCollisionShape::Type::BOX)
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{
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SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
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@ -361,7 +367,7 @@ namespace SHADE
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{
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SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
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SHEditorWidgets::ComboBox("Tag", collisionTagNames, [collider]{return SHCollisionTagMatrix::GetTagIndex(collider->GetCollisionTag().GetName());}, [collider](int const& value){collider->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
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if(ImGui::CollapsingHeader("Physics Material"))
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{
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SHEditorWidgets::DragFloat("Friction", [collider] { return collider->GetFriction(); }, [collider](float value) { collider->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
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@ -388,6 +394,7 @@ namespace SHADE
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{
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colliderToDelete = i;
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}
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SHEditorWidgets::EndPanel();
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ImGui::PopID();
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}
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@ -399,14 +406,26 @@ namespace SHADE
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if (ImGui::BeginMenu("Add Collider"))
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{
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int newColl = -1;
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if (ImGui::Selectable("Box Collider"))
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{
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component->AddBoundingBox();
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newColl = component->AddBoundingBox();
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}
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if (ImGui::Selectable("Sphere Collider"))
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{
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component->AddBoundingSphere();
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newColl = component->AddBoundingSphere();
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}
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//No idea why this doesn't work
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//if (newColl > 0)
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//{
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// auto newCollisionShape = component->GetCollisionShape(newColl);
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// auto prevCollisionShapeInSeq = component->GetCollisionShape(newColl - 1);
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// newCollisionShape.SetCollisionTag(SHCollisionTagMatrix::GetTag(prevCollisionShapeInSeq.GetCollisionTag().GetName()));
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//}
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ImGui::EndMenu();
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}
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}
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@ -6,3 +6,4 @@
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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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@ -101,6 +101,7 @@ namespace SHADE
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SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
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SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
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SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
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SHEditorWindowManager::CreateEditorWindow<SHColliderTagPanel>();
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SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
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@ -443,4 +443,16 @@ namespace SHADE
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return result;
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}
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SHQuaternion SHQuaternion::FromWXYZ(float w, float x, float y, float z) noexcept
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{
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return SHQuaternion{ x, y, z, w };
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}
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void SHQuaternion::ToWXYZ(const SHQuaternion& from, float& w, float& x, float& y, float& z) noexcept
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{
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x = from.x;
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y = from.y;
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z = from.z;
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w = from.w;
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}
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} // namespace SHADE
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@ -128,6 +128,9 @@ namespace SHADE
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[[nodiscard]] static SHQuaternion FromToRotation (const SHVec3& from, const SHVec3& to) noexcept;
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[[nodiscard]] static SHQuaternion LookRotation (const SHVec3& forward, const SHVec3& up) noexcept;
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[[nodiscard]] static SHQuaternion RotateTowards (const SHQuaternion& from, const SHQuaternion& to, float maxAngleInRad) noexcept;
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[[nodiscard]] static SHQuaternion FromWXYZ (float w, float x, float y, float z) noexcept;
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static void ToWXYZ (const SHQuaternion& from, float& w, float& x, float& y, float& z) noexcept;
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};
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SHQuaternion operator*(float lhs, const SHQuaternion& rhs) noexcept;
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@ -14,6 +14,7 @@
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#include "Physics/Interface/SHColliderComponent.h"
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#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
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#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
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#include "Physics/Collision/SHCollisionTagMatrix.h"
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namespace YAML
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{
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@ -117,13 +118,14 @@ namespace YAML
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static constexpr const char* Density = "Density";
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static constexpr const char* PositionOffset = "Position Offset";
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static constexpr const char* RotationOffset = "Rotation Offset";
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static constexpr const char* CollisionTag = "Collision Tag";
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static Node encode(SHCollisionShape& rhs)
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{
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Node node;
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node[IsTrigger] = rhs.IsTrigger();
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node[CollisionTag] = rhs.GetCollisionTag().GetName();
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rttr::type const shapeRttrType = rttr::type::get<SHCollisionShape::Type>();
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rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
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SHCollisionShape::Type colliderType = rhs.GetType();
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@ -160,6 +162,10 @@ namespace YAML
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{
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if (node[IsTrigger].IsDefined())
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rhs.SetIsTrigger(node[IsTrigger].as<bool>());
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if(node[CollisionTag].IsDefined())
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rhs.SetCollisionTag(SHCollisionTagMatrix::GetTag(node[CollisionTag].as<std::string>()));
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if (!node[Type].IsDefined())
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return false;
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rttr::type const shapeRttrType = rttr::type::get<SHCollisionShape::Type>();
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Reference in New Issue