mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added checkbox to enable and disable polygon collider vertex handles
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@@ -51,6 +51,10 @@ namespace GlitchyEditor.EditWindows
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Entity entity = _entityHierarchyWindow.GetSelectedEntity(0);
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ShowComponents(entity);
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}
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else
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{
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_editVerticesPolygonCollider2D = false;
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}
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ImGui.PopStyleVar();
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ImGui.End();
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@@ -83,16 +87,19 @@ namespace GlitchyEditor.EditWindows
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static void ShowPolygonColliderSceneGUI(Entity entity, PolygonCollider2DComponent* collider)
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{
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for (int i < collider.VertexCount)
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if (_editVerticesPolygonCollider2D)
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{
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Matrix localToWorld = entity.Transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0);
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Matrix transform = Matrix.Translation(float3(collider.Vertices[i], 0)) * localToWorld;
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if (Handles.ShowGizmo(ref transform, .TRANSLATE_X | .TRANSLATE_Y, true, id: (int32)i))
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for (int i < collider.VertexCount)
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{
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transform = localToWorld.Invert() * transform;
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collider.Vertices[i] = transform.Translation.XY;
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Matrix localToWorld = entity.Transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0);
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Matrix transform = Matrix.Translation(float3(collider.Vertices[i], 0)) * localToWorld;
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if (Handles.ShowGizmo(ref transform, .TRANSLATE_X | .TRANSLATE_Y, true, id: (int32)i))
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{
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transform = localToWorld.Invert() * transform;
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collider.Vertices[i] = transform.Translation.XY;
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}
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}
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}
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}
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@@ -488,7 +495,10 @@ 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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/// If true handles for editing the vertices of the PolygonCollider2DComponent will be visible
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private static bool _editVerticesPolygonCollider2D = false;
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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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@@ -498,9 +508,10 @@ namespace GlitchyEditor.EditWindows
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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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ImGui.Checkbox("Show Vertex gizmos", &_editVerticesPolygonCollider2D);
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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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