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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
2D Polygon Collider
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@@ -71,6 +71,7 @@ namespace GlitchyEditor.EditWindows
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ShowComponentEditor<Rigidbody2DComponent>("Rigidbody 2D", entity, => ShowRigidBody2DComponentEditor, => ShowComponentContextMenu<Rigidbody2DComponent>);
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ShowComponentEditor<BoxCollider2DComponent>("Box collider 2D", entity, => ShowBoxCollider2DComponentEditor, => ShowComponentContextMenu<BoxCollider2DComponent>);
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ShowComponentEditor<CircleCollider2DComponent>("Circle collider 2D", entity, => ShowCircleCollider2DComponentEditor, => ShowComponentContextMenu<CircleCollider2DComponent>);
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ShowComponentEditor<PolygonCollider2DComponent>("Polygon collider 2D", entity, => ShowPolygonCollider2DComponentEditor, => ShowComponentContextMenu<PolygonCollider2DComponent>);
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ShowComponentEditor<ScriptComponent>("Script Component", entity, => ShowScriptComponentEditor, => ShowComponentContextMenu<ScriptComponent>);
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ShowAddComponentButton(entity);
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@@ -399,7 +400,7 @@ namespace GlitchyEditor.EditWindows
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boxCollider.Offset = offset;
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float2 size = boxCollider.Size;
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if (ImGui.Editfloat2("Size", ref size, .Zero, 0.1f, textWidth))
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if (ImGui.Editfloat2("Size", ref size, .Zero, 0.1f, textWidth, float2(0.01f, 0.01f), float.PositiveInfinity.XX))
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boxCollider.Size = size;
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float density = boxCollider.Density;
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@@ -424,7 +425,6 @@ namespace GlitchyEditor.EditWindows
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float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
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textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
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float2 offset = circleCollider.Offset;
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if (ImGui.Editfloat2("Offset", ref offset, .Zero, 0.1f, textWidth))
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circleCollider.Offset = offset;
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@@ -449,6 +449,51 @@ namespace GlitchyEditor.EditWindows
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if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
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circleCollider.RestitutionThreshold = restitutionThreshold;
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}
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private static void ShowPolygonCollider2DComponentEditor(Entity entity, PolygonCollider2DComponent* polygonCollider)
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{
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float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
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textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
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float2 offset = polygonCollider.Offset;
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if (ImGui.Editfloat2("Offset", ref offset, .Zero, 0.1f, textWidth))
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polygonCollider.Offset = offset;
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// TODO: Handles in editor, etc...
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if (ImGui.CollapsingHeader("Vertices"))
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{
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for (int i < polygonCollider.VertexCount)
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{
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ImGui.Editfloat2(scope $"{i}", ref polygonCollider.Vertices[i]);
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}
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}
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ImGui.BeginDisabled(polygonCollider.VertexCount >= 8);
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if (ImGui.Button("Add Vertex"))
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polygonCollider.VertexCount++;
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ImGui.EndDisabled();
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ImGui.BeginDisabled(polygonCollider.VertexCount <= 3);
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if (ImGui.Button("Remove Vertex"))
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polygonCollider.VertexCount--;
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ImGui.EndDisabled();
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float density = polygonCollider.Density;
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if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
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polygonCollider.Density = density;
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float friction = polygonCollider.Friction;
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if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
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polygonCollider.Friction = friction;
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float restitution = polygonCollider.Restitution;
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if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
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polygonCollider.Restitution = restitution;
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float restitutionThreshold = polygonCollider.RestitutionThreshold;
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if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
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polygonCollider.RestitutionThreshold = restitutionThreshold;
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}
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private static void ShowScriptComponentEditor(Entity entity, ScriptComponent* scriptComponent)
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{
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@@ -1158,6 +1203,7 @@ namespace GlitchyEditor.EditWindows
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ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
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ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
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ShowComponentButton<CircleCollider2DComponent>("Circle collider 2D");
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ShowComponentButton<PolygonCollider2DComponent>("Polygon collider 2D");
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ShowComponentButton<MeshComponent>("Mesh");
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ShowComponentButton<MeshRendererComponent>("Mesh Renderer");
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ShowComponentButton<ScriptComponent>("C# Script");
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