add 2D physics (use box2d), fixed some little bugs
This commit is contained in:
@ -4,6 +4,10 @@
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#include "EditorLayer.h"
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#include "ImGuizmo.h"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <filesystem>
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#include "glm/gtx/matrix_decompose.hpp"
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#include "Prism/Core/Input.h"
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#include "Prism/Renderer/Renderer2D.h"
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#include "Prism/Script/ScriptEngine.h"
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@ -12,97 +16,131 @@ namespace Prism
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{
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enum class PropertyFlag
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{
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None = 0, ColorProperty = 1
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None = 0, ColorProperty = 1, SliderProperty = 2, DragProperty = 4
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};
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static std::tuple<glm::vec3, glm::quat, glm::vec3> GetTransformDecomposition(const glm::mat4& transform)
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{
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glm::vec3 scale, translation, skew;
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glm::vec4 perspective;
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glm::quat orientation;
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glm::decompose(transform, scale, orientation, translation, skew, perspective);
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return { translation, orientation, scale };
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}
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bool Property(const std::string& name, bool& value)
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{
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ImGui::Text(name.c_str());
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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const std::string id = "##" + name;
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const bool result = ImGui::Checkbox(id.c_str(), &value);
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const bool isChanged = ImGui::Checkbox(id.c_str(), &value);
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ImGui::PopItemWidth();
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ImGui::NextColumn();
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return result;
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return isChanged;
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}
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void Property(const std::string& name, float& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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bool Property(const std::string& name, float& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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{
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ImGui::Text(name.c_str());
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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const std::string id = "##" + name;
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ImGui::SliderFloat(id.c_str(), &value, min, max);
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bool isChanged = false;
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if (flags == PropertyFlag::SliderProperty)
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isChanged = ImGui::SliderFloat(id.c_str(), &value, min, max);
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else
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isChanged = ImGui::DragFloat(id.c_str(), &value, 1.0f, min, max);
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ImGui::PopItemWidth();
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ImGui::NextColumn();
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return isChanged;
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}
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void Property(const std::string& name, glm::vec3& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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bool Property(const std::string& name, glm::vec3& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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{
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ImGui::Text(name.c_str());
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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std::string id = "##" + name;
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if ((int)flags & (int)PropertyFlag::ColorProperty)
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ImGui::ColorEdit3(id.c_str(), glm::value_ptr(value), ImGuiColorEditFlags_NoInputs);
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bool isChanged = false;
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if (flags == PropertyFlag::ColorProperty)
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isChanged = ImGui::ColorEdit3(id.c_str(), glm::value_ptr(value), ImGuiColorEditFlags_NoInputs);
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else if (flags == PropertyFlag::SliderProperty)
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isChanged = ImGui::SliderFloat3(id.c_str(), glm::value_ptr(value), min, max);
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else
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ImGui::SliderFloat3(id.c_str(), glm::value_ptr(value), min, max);
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isChanged = ImGui::DragFloat3(id.c_str(), glm::value_ptr(value), 1.0f, min, max);
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ImGui::PopItemWidth();
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ImGui::NextColumn();
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return isChanged;
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}
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void Property(const std::string& name, glm::vec3& value, PropertyFlag flags)
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bool Property(const std::string& name, glm::vec3& value, PropertyFlag flags)
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{
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Property(name, value, -1.0f, 1.0f, flags);
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return Property(name, value, -1.0f, 1.0f, flags);
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}
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void Property(const std::string& name, glm::vec4& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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bool Property(const std::string& name, glm::vec4& value, const float min = -1.0f, const float max = 1.0f, PropertyFlag flags = PropertyFlag::None)
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{
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ImGui::Text(name.c_str());
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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std::string id = "##" + name;
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if ((int)flags & (int)PropertyFlag::ColorProperty)
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ImGui::ColorEdit4(id.c_str(), glm::value_ptr(value), ImGuiColorEditFlags_NoInputs);
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bool isChanged = false;
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if (flags == PropertyFlag::ColorProperty)
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isChanged = ImGui::ColorEdit4(id.c_str(), glm::value_ptr(value), ImGuiColorEditFlags_NoInputs);
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else if (flags == PropertyFlag::SliderProperty)
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isChanged = ImGui::SliderFloat4(id.c_str(), glm::value_ptr(value), min, max);
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else
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ImGui::SliderFloat4(id.c_str(), glm::value_ptr(value), min, max);
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isChanged = ImGui::DragFloat4(id.c_str(), glm::value_ptr(value), 1.0f, min, max);
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ImGui::PopItemWidth();
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ImGui::NextColumn();
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return isChanged;
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}
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void Property(const std::string& name, glm::vec4& value, const PropertyFlag flags)
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bool Property(const std::string& name, glm::vec4& value, const PropertyFlag flags)
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{
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Property(name, value, -1.0f, 1.0f, flags);
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return Property(name, value, -1.0f, 1.0f, flags);
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}
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void Property(const std::string& name, glm::vec2& value, const float min, const float max, PropertyFlag flags)
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bool Property(const std::string& name, glm::vec2& value, const float min, const float max, PropertyFlag flags)
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{
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ImGui::Text(name.c_str());
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ImGui::NextColumn();
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ImGui::PushItemWidth(-1);
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const std::string id = "##" + name;
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ImGui::SliderFloat2(id.c_str(), glm::value_ptr(value), min, max);
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bool isChanged = false;
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if (flags == PropertyFlag::SliderProperty)
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isChanged = ImGui::SliderFloat2(id.c_str(), glm::value_ptr(value), min, max);
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else
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isChanged = ImGui::DragFloat2(id.c_str(), glm::value_ptr(value), 1.0f, min, max);
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ImGui::PopItemWidth();
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ImGui::NextColumn();
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return isChanged;
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}
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void Property(const std::string& name, glm::vec2& value, const PropertyFlag flags)
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bool Property(const std::string& name, glm::vec2& value, const PropertyFlag flags)
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{
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Property(name, value, -1.0f, 1.0f, flags);
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return Property(name, value, -1.0f, 1.0f, flags);
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}
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@ -139,7 +177,7 @@ namespace Prism
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m_SceneHierarchyPanel = CreateScope<SceneHierarchyPanel>(m_EditorScene);
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m_SceneHierarchyPanel->SetSelectionChangedCallback(std::bind(&EditorLayer::SelectEntity, this, std::placeholders::_1));
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m_SceneHierarchyPanel->SetEntityDeletedCallback(std::bind(&EditorLayer::OnEntityDeleted, this, std::placeholders::_1));
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UpdateWindowTitle("untitled Scene");
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}
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void EditorLayer::OnDetach()
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@ -152,7 +190,7 @@ namespace Prism
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{
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case SceneState::Edit:
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{
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if (m_ViewportPanelFocused)
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// if (m_ViewportPanelFocused)
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m_EditorCamera.OnUpdate(deltaTime);
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m_EditorScene->OnRenderEditor(deltaTime, m_EditorCamera);
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@ -167,7 +205,7 @@ namespace Prism
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Renderer::EndRenderPass();
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}
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if (m_SelectionContext.size() && false)
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if (!m_SelectionContext.empty() && false)
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{
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auto& selection = m_SelectionContext[0];
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@ -182,7 +220,26 @@ namespace Prism
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Renderer::EndRenderPass();
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}
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}
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break;
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if (!m_SelectionContext.empty())
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{
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auto& selection = m_SelectionContext[0];
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if (selection.Entity.HasComponent<BoxCollider2DComponent>())
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{
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const auto& size = selection.Entity.GetComponent<BoxCollider2DComponent>().Size;
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auto [translation, rotationQuat, scale] = GetTransformDecomposition(selection.Entity.GetComponent<TransformComponent>().Transform);
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const glm::vec3 rotation = glm::eulerAngles(rotationQuat);
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Renderer::BeginRenderPass(SceneRenderer::GetFinalRenderPass(), false);
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auto viewProj = m_EditorCamera.GetViewProjection();
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Renderer2D::BeginScene(viewProj, false);
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Renderer2D::DrawRotatedQuad({ translation.x, translation.y }, size * 2.0f, glm::degrees(rotation.z), { 1.0f, 0.0f, 1.0f, 1.0f });
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Renderer2D::EndScene();
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Renderer::EndRenderPass();
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}
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}
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break;
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}
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case SceneState::Play:
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@ -209,7 +266,6 @@ namespace Prism
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void EditorLayer::OnImGuiRender()
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{
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#if ENABLE_DOCKSPACE
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static bool p_open = true;
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static bool opt_fullscreen = true;
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@ -284,6 +340,9 @@ namespace Prism
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SceneSerializer serializer(newScene);
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serializer.Deserialize(filepath);
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m_EditorScene = newScene;
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std::filesystem::path path = filepath;
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UpdateWindowTitle(path.filename().string());
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m_SceneHierarchyPanel->SetContext(m_EditorScene);
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ScriptEngine::SetSceneContext(m_EditorScene);
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@ -297,28 +356,82 @@ namespace Prism
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std::string filepath = app.SaveFile(R"(Scene file (*.hsc)*.hsc)");
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SceneSerializer serializer(m_EditorScene);
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serializer.Serialize(filepath);
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std::filesystem::path path = filepath;
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UpdateWindowTitle(path.filename().string());
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}
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ImGui::Separator();
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/*
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if (ImGui::MenuItem("Reload C# Assembly"))
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ScriptEngine::ReloadAssembly("assets/scripts/ExampleApp.dll");
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*/
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ImGui::Separator();
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if (ImGui::MenuItem("Exit"))
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p_open = false;
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ImGui::EndMenu();
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}
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if (ImGui::BeginMenu("Script"))
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{
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if (ImGui::MenuItem("Reload C# Assembly"))
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ScriptEngine::ReloadAssembly("assets/scripts/ExampleApp.dll");
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ImGui::MenuItem("Reload assembly on play", nullptr, &m_ReloadScriptOnPlay);
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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m_SceneHierarchyPanel->OnImGuiRender();
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ImGui::Begin("Materials");
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if (!m_SelectionContext.empty())
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{
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Entity selectedEntity = m_SelectionContext.front().Entity;
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if (selectedEntity.HasComponent<MeshComponent>())
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{
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Ref<Mesh> mesh = selectedEntity.GetComponent<MeshComponent>().Mesh;
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if (mesh)
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{
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const auto& materials = mesh->GetMaterials();
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static uint32_t selectedMaterialIndex = 0;
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for (uint32_t i = 0; i < materials.size(); i++)
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{
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const auto& materialInstance = materials[i];
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ImGuiTreeNodeFlags node_flags = (selectedMaterialIndex == i ? ImGuiTreeNodeFlags_Selected : 0) | ImGuiTreeNodeFlags_Leaf;
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bool opened = ImGui::TreeNodeEx((void*)(&materialInstance), node_flags, "%s", materialInstance->GetName().c_str());
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if (ImGui::IsItemClicked())
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{
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selectedMaterialIndex = i;
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}
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if (opened)
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ImGui::TreePop();
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}
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ImGui::Separator();
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if (selectedMaterialIndex < materials.size())
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{
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ImGui::Text("Shader: %s", materials[selectedMaterialIndex]->GetShader()->GetName().c_str());
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}
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}
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}
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}
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ImGui::End();
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ScriptEngine::OnImGuiRender();
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ImGui::End();
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#endif
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// Editor Panel ------------------------------------------------------------------------------
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ImGui::Begin("Model");
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@ -338,13 +451,30 @@ namespace Prism
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ImGui::AlignTextToFramePadding();
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auto& light = m_EditorScene->GetLight();
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Property("Light Direction", light.Direction);
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Property("Light Direction", light.Direction, PropertyFlag::SliderProperty);
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Property("Light Radiance", light.Radiance, PropertyFlag::ColorProperty);
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Property("Light Multiplier", light.Multiplier, 0.0f, 5.0f);
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Property("Exposure", m_EditorCamera.GetExposure(), 0.0f, 5.0f);
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Property("Light Multiplier", light.Multiplier, 0.0f, 5.0f, PropertyFlag::SliderProperty);
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Property("Exposure", m_EditorCamera.GetExposure(), 0.0f, 5.0f, PropertyFlag::SliderProperty);
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Property("Radiance Prefiltering", m_RadiancePrefilter);
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Property("Env Map Rotation", m_EnvMapRotation, -360.0f, 360.0f);
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Property("Env Map Rotation", m_EnvMapRotation, -360.0f, 360.0f, PropertyFlag::SliderProperty);
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if (m_SceneState == SceneState::Edit)
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{
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float physics2DGravity = m_EditorScene->GetPhysics2DGravity();
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if (Property("Gravity", physics2DGravity, -10000.0f, 10000.0f, PropertyFlag::DragProperty))
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{
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m_EditorScene->SetPhysics2DGravity(physics2DGravity);
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}
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}
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else if (m_SceneState == SceneState::Play)
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{
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float physics2DGravity = m_RuntimeScene->GetPhysics2DGravity();
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if (Property("Gravity", physics2DGravity, -10000.0f, 10000.0f, PropertyFlag::DragProperty))
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{
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m_RuntimeScene->SetPhysics2DGravity(physics2DGravity);
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}
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}
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if (Property("Show Bounding Boxes", m_UIShowBoundingBoxes))
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ShowBoundingBoxes(m_UIShowBoundingBoxes, m_UIShowBoundingBoxesOnTop);
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@ -732,7 +862,8 @@ namespace Prism
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bool EditorLayer::OnMouseButtonPressedEvent(MouseButtonPressedEvent& e)
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{
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auto [mx, my] = Input::GetMousePosition();
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if (e.GetMouseButton() == PM_MOUSE_BUTTON_LEFT && !Input::IsKeyPressed(KeyCode::LEFT_ALT) && !ImGuizmo::IsOver())
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if (e.GetMouseButton() == PM_MOUSE_BUTTON_LEFT && !Input::IsKeyPressed(KeyCode::LEFT_ALT) && !ImGuizmo::IsOver() && m_SceneState != SceneState::Play)
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{
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auto [mouseX, mouseY] = GetMouseViewportSpace();
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if (mouseX > -1.0f && mouseX < 1.0f && mouseY > -1.0f && mouseY < 1.0f)
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@ -809,6 +940,13 @@ namespace Prism
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m_EditorScene->SetSelectedEntity(entity);
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}
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void EditorLayer::UpdateWindowTitle(const std::string &sceneName)
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{
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const std::string title = sceneName + " - Prism - " + Application::GetPlatformName() + " (" + Application::GetConfigurationName() + ")";
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Application::Get().GetWindow().SetTitle(title);
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}
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std::pair<float, float> EditorLayer::GetMouseViewportSpace() const
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{
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auto [mx, my] = ImGui::GetMousePos(); // Input::GetMousePosition();
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@ -866,6 +1004,9 @@ namespace Prism
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m_SceneState = SceneState::Play;
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if (m_ReloadScriptOnPlay)
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ScriptEngine::ReloadAssembly("assets/scripts/ExampleApp.dll");
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m_RuntimeScene = Ref<Scene>::Create();
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m_EditorScene->CopyTo(m_RuntimeScene);
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@ -28,6 +28,8 @@ namespace Prism
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void ShowBoundingBoxes(bool show, bool onTop = false);
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void SelectEntity(Entity entity);
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void UpdateWindowTitle(const std::string& sceneName);
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private:
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std::pair<float, float> GetMouseViewportSpace() const;
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std::pair<glm::vec3, glm::vec3> CastRay(float mx, float my);
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@ -49,6 +51,7 @@ namespace Prism
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Ref<Scene> m_ActiveScene;
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Ref<Scene> m_RuntimeScene, m_EditorScene;
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bool m_ReloadScriptOnPlay = false;
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EditorCamera m_EditorCamera;
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