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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
2D Physics
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@@ -0,0 +1,168 @@
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{
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Name = "Scene name here pls!!!",
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Entities = [
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{
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Id = 0,
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NameComponent = {
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Name = "Quad"
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},
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SpriterRendererComponent = {
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Color = {
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R = 0,
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G = 0.551178,
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B = 0.328787,
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A = 1
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},
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UvTransform = {
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X = 0,
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Y = 0,
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Z = 1,
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W = 1
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}
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},
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TransformComponent = {
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Position = {
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X = 0,
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Y = 2,
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Z = 0
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},
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Rotation = {
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X = 0,
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Y = 0,
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Z = 0,
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W = 1
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},
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Scale = {
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X = 1,
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Y = 1,
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Z = 1
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},
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EditorEulerRotation = {
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X = 0,
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Y = 0,
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Z = 0
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}
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},
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Rigidbody2D = {
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BodyType = .Dynamic,
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FixedRotation = false
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},
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BoxCollider2D = {
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Offset = {
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X = 0,
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Y = 0
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},
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Size = {
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X = 0.5,
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Y = 0.5
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},
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Density = 1,
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Friction = 0.5,
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Restitution = 0,
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RestitutionThreshold = 0.5
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}
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},
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{
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Id = 1,
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NameComponent = {
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Name = "Floor"
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},
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SpriterRendererComponent = {
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Color = {
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R = 1,
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G = 0.941886,
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B = 0.401485,
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A = 1
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},
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UvTransform = {
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X = 0,
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Y = 0,
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Z = 1,
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W = 1
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}
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},
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TransformComponent = {
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Position = {
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X = 0,
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Y = -0.5,
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Z = 0
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},
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Rotation = {
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X = 0,
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Y = 0,
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Z = 0,
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W = 1
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},
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Scale = {
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X = 10,
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Y = 1,
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Z = 1
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},
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EditorEulerRotation = {
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X = 0,
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Y = 0,
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Z = 0
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}
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},
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Rigidbody2D = {
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BodyType = .Static,
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FixedRotation = false
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},
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BoxCollider2D = {
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Offset = {
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X = 0,
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Y = 0
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},
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Size = {
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X = 0.5,
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Y = 0.5
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},
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Density = 1,
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Friction = 0.5,
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Restitution = 0,
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RestitutionThreshold = 0.5
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}
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},
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{
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Id = 2,
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NameComponent = {
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Name = "Camera"
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},
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TransformComponent = {
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Position = {
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X = 0,
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Y = 1,
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Z = -5
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},
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Rotation = {
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X = 0,
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Y = 0,
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Z = 0,
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W = 1
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},
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Scale = {
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X = 1,
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Y = 1,
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Z = 1
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},
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EditorEulerRotation = {
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X = 0,
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Y = 0,
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Z = 0
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}
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},
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CameraComponent = {
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Primary = true,
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ProjectionType = .InfinitePerspective,
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PerspectiveFovY = 1.308997,
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PerspectiveNearPlane = 0.1,
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PerspectiveFarPlane = 10000,
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OrthographicHeight = 10,
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OrthographicNearPlane = 0,
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OrthographicFarPlane = 10,
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AspectRatio = 2.329843,
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FixedAspectRatio = false
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}
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}
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]
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}
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@@ -64,6 +64,8 @@ namespace GlitchyEditor.EditWindows
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ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>);
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ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>);
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ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>);
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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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ShowAddComponentButton(entity);
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}
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@@ -410,6 +412,64 @@ namespace GlitchyEditor.EditWindows
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}
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}
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}
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private static void ShowRigidBody2DComponentEditor(Entity entity, Rigidbody2DComponent* rigidBodyComponent)
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{
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const String[?] bodyTypeStrings = .("Static", "Dynamic", "Kinematic");
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String bodyTypeName = bodyTypeStrings[rigidBodyComponent.BodyType.Underlying];
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if (ImGui.BeginCombo("Type", bodyTypeName.CStr()))
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{
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for (int i = 0; i < 3; i++)
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{
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bool isSelected = (bodyTypeName == bodyTypeStrings[i]);
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if (ImGui.Selectable(bodyTypeStrings[i], isSelected))
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{
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rigidBodyComponent.BodyType = (.)i;
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}
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if (isSelected)
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ImGui.SetItemDefaultFocus();
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}
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ImGui.EndCombo();
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}
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ImGui.Checkbox("Fixed Rotation", &rigidBodyComponent.FixedRotation);
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}
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private static void ShowBoxCollider2DComponentEditor(Entity entity, BoxCollider2DComponent* boxCollider)
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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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Vector2 offset = boxCollider.Offset;
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if (ImGui.EditVector2("Offset", ref offset, .Zero, 0.1f, textWidth))
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boxCollider.Offset = offset;
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Vector2 size = boxCollider.Size;
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if (ImGui.EditVector2("Size", ref size, .Zero, 0.1f, textWidth))
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boxCollider.Size = size;
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float density = boxCollider.Density;
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if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
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boxCollider.Density = density;
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float friction = boxCollider.Friction;
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if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
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boxCollider.Friction = friction;
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float restitution = boxCollider.Restitution;
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if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
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boxCollider.Restitution = restitution;
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float restitutionThreshold = boxCollider.RestitutionThreshold;
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if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
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boxCollider.RestitutionThreshold = restitutionThreshold;
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}
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private static void LabelColumn(StringView label)
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{
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@@ -517,6 +577,10 @@ namespace GlitchyEditor.EditWindows
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void ShowComponentButton<TComponent>(String name) where TComponent : struct, new
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{
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// If the entity already has this component, don't show the option to add it
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if (entity.HasComponent<TComponent>())
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return;
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float textWidth = ImGui.CalcTextSize(name.CStr()).x;
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buttonWidth = Math.Max(buttonWidth, textWidth + ImGui.GetStyle().FramePadding.x * 2);
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@@ -547,6 +611,8 @@ namespace GlitchyEditor.EditWindows
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ShowComponentButton<CameraComponent>("Camera");
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ShowComponentButton<SpriterRendererComponent>("Sprite Renderer");
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ShowComponentButton<LightComponent>("Light");
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ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
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ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
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ImGui.EndCombo();
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}
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@@ -310,12 +310,16 @@ namespace GlitchyEditor
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{
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_sceneState = .Play;
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_editor.SceneViewportWindow.EditorMode = false;
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_scene.OnRuntimeStart();
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}
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private void OnSceneStop()
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{
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_sceneState = .Edit;
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_scene.OnRuntimeStop();
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_editor.SceneViewportWindow.EditorMode = true;
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_sceneState = .Edit;
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}
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// Just for testing
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@@ -459,19 +463,26 @@ namespace GlitchyEditor
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_camera.Position = .(-1.5f, 1.5f, -2.5f);
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_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
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/*// Create default camera
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{
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let camEntity = _scene.CreateEntity("Camera");
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let transform = camEntity.Transform;
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transform.Position =
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}
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// Create the default light source
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{
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var lightNtt = _scene.CreateEntity("Light");
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let transform = lightNtt.GetComponent<TransformComponent>();
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let lightNtt = _scene.CreateEntity("Light");
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let transform = lightNtt.Transform;
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transform.Position = .(0, 0, 0);
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transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-100), 0);
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let light = lightNtt.AddComponent<LightComponent>();
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light.SceneLight.Illuminance = 10.0f;
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light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
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}
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}*/
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TestEntitiesWithModels();
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//TestEntitiesWithModels();
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}
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/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
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